[project1dev] Re: Re-useable peices used when building a map?

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 2 Apr 2009 21:25:20 -0700

yeah definitely about the lighting.

And yeah too much repetition of looks would be bad for sure.

we'll definitely handle that.

First step is to get a map made of the area, and then we'll pretty it up and
that stuff.

One thing to note is we don't have to get it perfect right now, we can come
back later and fix it up better.

As we go on with the game we'll get better and better at this process (:

On Thu, Apr 2, 2009 at 4:18 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

> I think we'll have to reuse a lot of models and textures for sure, but
> one point I wanted to put out there is that we probably should not do
> this at the start of the game.
> Hellgate London suffered a lot from repetition in levels very early in
> the game, despite how many unique sets and areas they had later on.  I
> know a lot of other games do this unintentionally as well, and we
> should try to avoid it early on.
> It is okay to do it later in the game, because the player enjoys more
> of a sense of familiarity as the game progresses - but while they just
> start playing, the feeling of "newness" is part of the thrill, and as
> soon as they come across something repeated they believe it will be
> like that the entire game (even if that's not true!)
> To partially alleviate the stress of having to make everything unique
> near the start of the game, we can make the first areas shorter.  This
> also helps take care of impatient players, and lets us "hook" them
> with short and sweet plot and enemy bursts.
> Also to be more specific, we should not replicate the same room more
> than once in an early area, and static models (like scenery of trees
> and rocks, enemies, etc.) should be laid out in different patterns in
> each room so as to not evoke a feeling of repetition.
> Walls and floors obviously need to repeat though.
> I also wanted to note that lighting should be prominent in level
> design, because even the same textures can have a whole new look with
> just a differently colored/angled light.  Our engine has a great
> lightning system, so lets take full advantage of that.
> On Thu, Apr 2, 2009 at 10:48 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> > What I meant by re-useable peices is for instance in this cave level we
> > would have a "straight cooridor" cave section, an "elbow" cave section,
> an
> > "open area" cave section etc and just re-used them to build an area.
> >
> > That would make it so the artists only had to decorate a few peices
> instead
> > of having to decorate one large level, it would make it so that builders
> > wouldn't have to build a lot of temp art for the terrain, and it would
> mean
> > the engine would have to keep less models in memory which results in less
> > memory usage and faster rendering times (but so far are rendering times
> are
> > fine).
> >
> > After the builders make a map and make it functional with the pre-defined
> > peices, the enemies added in, etc, then someone would go through and
> > decorate the level with props, and then it would get a lighting pass on
> top
> > of that.
> >
> > To me this makes the most sense, but what makes sense to the coder doesnt
> > always make sense to the artist or scripter.  I talked to eric and he
> liked
> > the idea but thougth a hybrid for this would be best since sometimes you
> > dont want to stick to the strict peices already made, which completely
> makes
> > sense.
> >
> > What do you think Kent?  Do you think that would work well for building?
> >

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