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to respond to most of your suggestions, I guess I just wanted my game to be accessible for a wide audience, not only "long term" gamers. features like crouching and swimming, I don't feel like these would serve any purpose, and new gamers won't exactly have the instict/desire to do either of these. I guess I often took this approach to the design of the game, which I can understand if it feels like something is missing, but I don't think most people will notice.
also I hate invisible walls too, but after the amount of time it took to make this map I just couldn't have the energy to make it any bigger. also I can't remove the invisible walls completley, there would still need to be map boundaries (in some form)
Otherwise I agree with the developer's opinion here. I can hadly imagine people asking for crouching or jumping in such an experience, so no need for this imho. This is not a soldier training simulation, after all.
Getting completely rid of invisible walls is hard to impossible in a landscape that is supposed to feel natural. You cannot have cliffs and impenetrable thicket everywhere in a landscape like this. Roads do lead somewhere and fencing them off with a fence is imho a good solution.
However I also agree with Morcrist that invisible walls within the accessible area should be avoided whereever possible. If the player wants to walk straight through the forest and fall off cliffs, let them do so. I doubt anyone will sue the developer for a virtual broken leg. ;-)
There are so many different ways of dealing with the Edge of the Model. In Assassin's Creed there's a kind of giant ominous curtain thing that is invisible until you get right up close, then it descends to give you a strong hint not to proceed further. So the world looks almost infinite until you actually get close to the Edge. Another method is to put an impassable barrier, like a sheer cliff, in the way; this isn't so useful if you're trying to replicate real places that don't have such features. Another is to just let the model end in gray limbo, and if you step into it you get transported back to the beginning. Which is kinda what you were doing on the footpaths on the Oz beach, but without the gray limbo part.
I didn't like the effect (Oz beach) actually, where I am trying to walk down a very real looking path and suddenly with no warning... I'm transported elsewhere. Frustrating! The path imho should have a barricade across it, or some other indication that I shouldn't go there (see Japan VR for some excellent use of real-world signage as hints and clues to no-go areas)... Parks do use signage like "vegetation restoration in progress, trail closed" which would do the trick. It does feel like having a treat snatched out of your hands with no warning, when you can see this delightful, tempting path right there in front of you... and you just get magically teleported elsewhere as soon as you start to walk on it.
I'll pass on crouching and jumping (this ain't Portal 2 or Boneworks!), but I did really want to walk into the water, put my head under, look at the rocks and the bottom, maybe see a fish... because again, that's what I'd do if I were really there. So my vote, fwiw, is swimming yes, crouching/jumping meh, and fewer "internal invisible barriers" (which make it not an open world, but a kind of snakes/ladders game with nice scenery).
Having said all that, huge props for the beautiful modelling (in every one of your projects)! That's a ton of work (I've done a little of this kind of stuff myself so I know). And you've put a lot of thought and art into it. Very well done! Both the Oz and NZ models have very nice vegetation mix, very convincing. I think virtual tourism is a huge thing just beginning, and experiences like these are the seeds from which one day a whole new "gaming" sector will grow. I love virtual tourism! Can't wait for it to blossom.