tag:blogger.com,1999:blog-2208890564265615027.post3665628960334831738..comments2024-03-08T19:47:41.485+11:00Comments on Ascii Dreams: Finished BioshockAndrew Doullhttp://www.blogger.com/profile/11099404183952971291noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-2208890564265615027.post-70911134155503484692011-07-19T12:04:18.481+10:002011-07-19T12:04:18.481+10:00That's Valve for you: clever chair design.
(T...That's Valve for you: clever chair design.<br /><br />(Thanks for the clear explanation, btw).Andrew Doullhttps://www.blogger.com/profile/11099404183952971291noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-32776949366999306822011-07-15T14:02:51.235+10:002011-07-15T14:02:51.235+10:00You are probably right about the player being only...You are probably right about the player being only about 4 feet tall. Most game environments are unrealistically large, even ones designed to feel cramped; you lack the fine movements of the real world, so the world is inflated to avoid a sense of claustrophobia and give freedom of movement despite only being able to run around.<br /><br />Valve shrinks all characters by 25%, which makes their characters about 4'6" tall, with camera height exactly 4' above the ground. This is compared to the standard corridor height of 8'. The world is normal, but you're tiny. Since all other characters are similarly diminutive, you don't notice it as much as you'd think. Props go on a sliding scale, in theory using the same scale as the environment, but still needing to feel right from the low eye level. So tables may be lowered, chairs might be shrunk, but a car is likely to be closer to real size.Jonathan Stickles Foxhttps://www.blogger.com/profile/16482340539512195147noreply@blogger.com