Yeah, your point about getting our first milestone squared away is great too. I agree that we need to get this first area done before anything. On Thu, Apr 2, 2009 at 9:25 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > 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? >> > >> > >