Saturday, October 28, 2006

Level Design

Seems no matter how much I've studied level design, I've still got a lot to learn.
So we started doing the white boxing for our level, and it was going ok until we both started to review it and realize we had only loose ideas of what events are supposed to happen and when. We weren't thinking of the same events either. And as far as a timeline went, we weren't solid on that.

So even though the level has to be white boxed out, in terms of how big it is in relation to Foamzilla, and for playability, it was even more important to have the elements of the level detailed.

So we started constructing flowcharts. Actually it was a tip from another student that reminded me of that. Easy to forget things when you are being bombared with information from every corner.

Flowcharts are working pretty good so far, and I'm just trying to finish off the main gameplay chart right now. I'll add in things such as spawn placements and items in there as well. See how detailed I can get things before I have to write things down. It's a little like doing the encounter writeups for the paper and pencil games before doing the maps.

Thats it for today. Until tomorrow.

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