Psychedelics
We decided that a PC version of Influence could help us create a unifying force across the mobile platforms. It could act as a hub, and we’d have an IP we could (relatively) easily slap into any new mobile that contained the Kionix accelerometer.
Turning back to the PC gave us new graphics potential. We started by adding in the new boids and focusing on differentiating them when people were playing. The idea came up to make the tails of each boid type different, because the silhouettes, while decently differentiable when zoomed out, weren’t good enough at a quick glance. Observe the psychedelic results:
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You can also see in the graph that we started weeding the filigree out of the UI again, settling for a subtle grid. We wanted the physics to be able to carry the game alone – the filigree took up too much visual interest. Minimal was the way to go.