As a dev, how would you deal with the edge of an open-world map?
As a dev, how would you deal with the edge of an open-world map?
infinite cliffs on one side, ocean with a tide that pushes you back to shore on the other
Have it on a giant island. Giant sharks appear and kill you if you swim out too far.
A big hand grabs you and throws your ass back into the playable area
>1. warning to turn back
>2. warning to turn back
>fry player's GPU and explode his power supply
Depends on the game, I like how Subnautica did it. If you go out of bounds then these fuckers show up and they're 4x the size of the ones you see regularly around the map. The idea is Subnautica is on an inactive volcano, so has steep edges that go down really deep into the abyss so you can never actually find the bottom and you'd die before you did to these things
This is the most boring shit that has been around since 99, it’s lazy as shit for games like GTA to still do it.
Like pic related but replace the text about the character's death with the message that you're about to wander out of the area you need to be in and that you abandoned your destiny to wander the world and add a game over, maybe with some slides of how the world turns out and your character wandering
and it all happens within 2 seconds of you going out of bounds
kino