Wednesday, September 08, 2010

Makin' Tha Game

I've spent most of the last 2 days working with Scott trying to figure out how we want to adjust some of our levels to create maps that support smaller numbers of players. We start our levels off thinking about NUKE and 16 player games, but since there will be times players will want to play with fewer people- as well as just wanting to give players a large variety of places in which to battle- we break our mega levels up into smaller chunks as well. So by the time we ship, each mega map will have 2-4 variations. Sometimes the variations simply are to accomodate different numbers of players. Other times the variations create totally new play experiences based on where we throw up our walls.

The image above shows one of our levels- high enough of a view that I can't be accused of giving much away other than pure layout- in the planning stages. The way it works is Scott, Kellan, and I send each other maps all marked up like this and then we pick the top 3 versions and those go in the game.

So I thought I'd share some of the process. Sorry I've been away as of late, between working on the game and getting my kids back to school, there's been very little time to breath let alone update the blog.

Ok, crazy busy around here. Talk soon!



Eric said...

Hey I'm a college student and a prof of mine recently got me a gig with "The Escapist", an online gaming magazine. I was wondering if for the first article I submit, that maybe I could get an interview with you? I've been following your blog for a while now and would love to chat a bit. Lemme know! Thanks!

PS: I was going to tweet to you, but this was apparently wayyyy to long. Sorry it had to be in here, not sure how else to reach you.

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Lorenz said...

you sure have a lot of windows in the "start bar" xD

grasshopper said...

Ever think of making set block off points around the map and letting users choose which walls to put up to kinda make their own?
Probably would be tough to get a decent layout for weapons that way though.

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