4. Polish
At or around the same time you’re building context, you’re going to want to
start putting in a bit of polish -- but only what’s essential to your prototype.
Polish can include sprays or dustings of particles where things hit or interact,
screen shake, view angle shifts, or the squash and stretch of objects colliding.
The point is to convey the physical properties of objects through their motion
and interaction. Any effect that enhances the impression that the game world has
its own self consistent physics is fair game.
This is opportunity to take
inspiration from the film, animation, and *gasp* the world around you. Look at
the way things interact. If you hit a glass table with a hammer it will shatter,
complete with noise, motion, and a spray of “particles.” The more clues like
that you can borrow to inform the player of the physical properties of the
objects they’re interacting with the better.
When prototyping, I like to list
these cues out and sort them in order of importance to the physical impression
that should be conveyed. As an example, consider the goal of making a game that
feels squishy. This is a good place to start because to say that something is
squishy implies visuals, sounds, tactile sensation. It provides a great
benchmark: if something is squishy, it will deform in a certain way, like a
water balloon or silly putty.
As these deformations happen, certain sounds
accompany them; familiar squelching and schlucking noises which are hard for me
to describe but easy to recall. It’s the noise of walking through deep mud, or
kneading wet dough with your hands. Separating out the various pieces of
squishiness as a physical property yields something like this:
- Motion -- The thing must deform and bend when it comes into contact with
other objects, especially relative to speed.
- Tactile -- You can easily
deform, mold, or stretch the thing
- Visual -- To aid the impression of
squishiness, the thing could look moist like a slug, translucent with tiny
bubbles like Jello, or amorphous like putty or clay.
- Sound -- Any movement
or deformation of the object should be accompanied by squelching noises.
These comprise the physical clues that get assembled into your brain to
create the notion of squishiness. Anything you can layer on top to fake these
effects will increase and improve the impression of physicality and, hence, the
feel. As polish is a notorious time sink, you want to limit the amount of time
you spend creating effects to those which are crucial to demonstrate the
impression of physicality you’re going after.
Something squishy needs to deform
and to sound squishy, but it probably doesn’t need a full fluid or spring
simulation. A simple squash and stretch deformation is probably enough to get
the idea across.
So, yes, polish is time consuming but it’s also vital. A
little screen shake or spray of particles can make all the difference in the
world to a game’s feel.
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