Movement and spatial relationships are integral to Kyon's core mechanic of herding sheep. Because of this, it was essential to have a variety of environmental threats and obstacles.
Our environment actors needed to stay consistent in regards to both gameplay and aesthetics, so the were developed to complement each environment of the game. This includes mud pits, falling trees, burning bushes, animal traps, flaming trees, lava spouts, falling boulders, and avalanches.
In some encounters the player must use environmental actors against enemy AI. For instance, during the final boss encounter the player must trick the blind cyclops, Polyphemus, into running against various dangerous props in the environment to stun him. This allows the player to get some damage in.
That's it from me this week. Until next time.