Lord Garak
Wall of Flesh
For a long time, I've thought the game was missing something visually. The backgrounds are very detailed and gorgeous, but somehow the scenery still looks somewhat plain, and empty. ESPECIALLY after you tear down all the trees and sit in your wood box surrounded by emptiness. Today I think I finally realized what the problem is.
Terraria has a background, and a foreground, but no middle. There's just not enough parallax to create convincing scenery. I think this could be fixed. I'm going to be using the game Kingdom as an example of how this could be accomplished.
Here is a short film I recorded displaying the concept of more dynamic parallax layers
Now, in the film I venture to the outskirts of a dense forest. You can clearly see the distinction between the flat plains to my right, and the dark, detailed surroundings to my left. There are trees in the foreground, and you can see the sun in the background. You can also see the parallax I'm referring to. The game makes good use of shading, lighting, and multiple layers to help you visualize the forest (the trees getting taller and darker behind the player, the light level itself decreasing as you move in, etc.) The environmental sounds also change. These techniques could be harnessed to create dense scenery in Terraria too.
Here comes the dynamic part. You can see as the video goes on my worker slave begins to mow down the trees. As he does, the environment changes. The parallax layers behind the areas where the deforestation is occurring slowly decay and create a smooth transition between areas; this ensures the layers are not accidentally mismatched onto an inappropriate scene. The player's actions directly affect the scenery. Again, why not in Terraria? Imagine the ways this could be applied:
The possibilities this could unlock are vast! However, the above concepts are more wishful thinking. The most practical and simple application of dynamic parallax is as shown in the video: the creation of better scenery for each biome, and the ability of the player to influence them to an extent.
Some may say none of this is worth spending time on, and that we need more weapons, items, and bosses, but I say that is not true. The best game in the world is nothing without atmosphere. It can seal and improve simple tasks like walking and mining ten-fold.
If anyone reads this, I hope you enjoy and please tell me what you think.
Edit: 50 likes, wowie kazowie. Feel free to copy this banner into your signature if you would like to further support this suggestion:
Terraria has a background, and a foreground, but no middle. There's just not enough parallax to create convincing scenery. I think this could be fixed. I'm going to be using the game Kingdom as an example of how this could be accomplished.
Here is a short film I recorded displaying the concept of more dynamic parallax layers
Now, in the film I venture to the outskirts of a dense forest. You can clearly see the distinction between the flat plains to my right, and the dark, detailed surroundings to my left. There are trees in the foreground, and you can see the sun in the background. You can also see the parallax I'm referring to. The game makes good use of shading, lighting, and multiple layers to help you visualize the forest (the trees getting taller and darker behind the player, the light level itself decreasing as you move in, etc.) The environmental sounds also change. These techniques could be harnessed to create dense scenery in Terraria too.
Here comes the dynamic part. You can see as the video goes on my worker slave begins to mow down the trees. As he does, the environment changes. The parallax layers behind the areas where the deforestation is occurring slowly decay and create a smooth transition between areas; this ensures the layers are not accidentally mismatched onto an inappropriate scene. The player's actions directly affect the scenery. Again, why not in Terraria? Imagine the ways this could be applied:
- Digging up crystals from the hallow underground causes them to also disappear from the nearby background
- Digging the stone itself causes larger and larger holes in the background leading through the stone backwall to a dark abyss; perhaps animations of bats flying through?
- A huge frozen lake with glacier chunks sliding into it from the mountains is visible in the background, but when you sponge up the lake in the foreground, it disappears
- Destroying obsidian towers in the Underworld turns the same houses in the background nearby into rubble
- An explosive trap goes off, causing chunks of rock to fall from the ceiling in the background
The possibilities this could unlock are vast! However, the above concepts are more wishful thinking. The most practical and simple application of dynamic parallax is as shown in the video: the creation of better scenery for each biome, and the ability of the player to influence them to an extent.
Some may say none of this is worth spending time on, and that we need more weapons, items, and bosses, but I say that is not true. The best game in the world is nothing without atmosphere. It can seal and improve simple tasks like walking and mining ten-fold.
If anyone reads this, I hope you enjoy and please tell me what you think.
Edit: 50 likes, wowie kazowie. Feel free to copy this banner into your signature if you would like to further support this suggestion:
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