Thursday, January 15, 2015

Three Levels in Three States of Being

First three levels are "designed," but I'm only comfortable with saying that the first level is "finished."

Basteon Prison is finalized in map design, and the numbers are pretty solid at the moment so I think this is finished unless we add more design features (such as more character stats) into the mix.

Drake Outpost map design I would say is basically finalized, all that's left is to add in the terrain blocks and solve a minor problem with the Streetsurfer's wall traversal ability. Since currently our "terrain" is an impassable block placed at map generation. We're going to need a new way of adding terrain since in order to only allow a Streetsurfer onto areas unreachable by other characters, we need to add terrain blocks around the edges of said areas (such as building rooftops); but terrain is only able to be passed through by Streetsurfers and not landed on, which is a problem for say trying to land on the edge of a rooftop, which by all means should be a space that anyone with legal access to should be able to land on. The tech team and myself will have to work on this some in order to get terrain working right for other levels later on as well. However, I believe that there should still be terrain that Streetsurfers cannot pass through as it seems that it could be useful in other maps (such as for walls of buildings you are currently inside, open top buildings, etc.). Unit balancing has not yet begun for Outpost.

I've begun designing Archdrake Manor, and I've gotten a wireframe digital design going currently. A foreseeable issue with this level even before I begin to dive into the meat of the design is again the Streetsurfer's ability to climb walls. Archdrake Manor has several different rooms with closed doors and ceilings on top of the rooms. The problem with this is that these ceilings disappear to reveal the inside of the room once its door has been opened. Clearly since a Streetsurfer can traverse ceilings it would be problematic if a door was opened while the Streetsurfer was on the ceiling. An easy remedy to this would just to have a different kind of ceiling which is not traversable by Streetsurfers, or to forgo the ceiling disappearing mechanic altogether and just go with the open visible room. Both options are viable at this stage. I'll have to discuss this more with Tim and Sam and see what's easier/best.

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