Stone ledgeS – lookdev

First version of 1-unit-wide and 3-units-wide stone ledges. Both will be placed on mostly flat parts of volcanic cave walls. Their different widths force Russell to dynamically adjust the width of his grab while climbing. It is possible I will use carvings of Linear A instead of Gods’ symbols, but I am not sure yet.

The ledges are designed to be robust, ensuring they can support Russell’s weight and accommodate a variety of climbing techniques. The 1-unit-wide ledges will require precise, fingertip grabs, demanding dexterity and careful balance. In contrast, the 3-units-wide ledges allow for a full-hand grip, providing more stability but requiring Russell to make wider, more energy-consuming movements. This variety introduces a layer of complexity, necessitating that Russell constantly evaluate and adapt his approach to maintain his ascent.

The carvings on the ledges play a crucial role in enhancing the cave’s atmosphere. Choosing Linear A inscriptions could evoke a sense of ancient mystery and forgotten civilizations, adding an archaeological intrigue to the setting. Alternatively, using Gods’ symbols might imbue the environment with a sense of mythological significance, suggesting that the cave holds divine or supernatural importance. This decision will affect not only the visual aesthetics but also the narrative context, potentially offering clues to the cave’s history or the broader lore of Russell’s world.

Furthermore, the environmental storytelling conveyed through these carvings could provide subtle hints or puzzles for Russell to decipher, integrating seamlessly with the gameplay. As he climbs, the inscriptions might reveal fragments of a story, prophecies, or warnings that add depth to his journey and challenge him intellectually as well as physically. This blend of dynamic climbing mechanics and rich environmental narrative aims to create an immersive and engaging experience for players.

climbing stone ledge – 1 unit width
climbing stone ledge – 3 units width

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