Sunday, June 27, 2010

Map improvement: 3 steps

I've started to think the reason why I stop working on my maps when they're ready for first release is that I run out of clear goals. Since lack of improvement is a bad thing, the past couple of weeks I've been trying to find a work flow that lets me state a problem in a way that makes it easier to find a solution.

Stating the problem in the first place is a good thing because then you've actually got a more specific way of determining whether you're improving the area you're working on or not. My problem has been that I've just said to myself "this is bad, it should be better" instead of trying to say exactly what is bad and how it should be made better.

The last couple of weeks I've been trying to clearly state what is a problem and why, noting down things that need to be there and working from that. The latest area I've been trying to improve have been the second story area between the first and second capture point.

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Wednesday, June 16, 2010

Mini-review: The Whispered World

A couple of weeks back, I bought The Whispered World (WW) mostly based on its graphic style. I like the hand-drawn look, in fact the game I'm currently playing is Valkyria Chronicles on the PS3.

The game is presented as being "In classic point and click tradition" which is actually an understatement. It's exactly like an old point and click game like King's Quest and not at all like an old game like The Dig. The difference between those games are in my own opinion mostly that in one of them the puzzles mostly make sense and in the other they require you to spend hours in your inventory using item X with item Y and seeing if it will work.

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Tuesday, June 15, 2010

If at first you don't succeed

So I made a first release of my map for last week. Unfortunately it didn't do so well, in my own opinion mostly based on the spawn points. Not so much that they didn't do their job but more because the spawns and the paths leading away from them weren't really as intuitive as they should be.

I was hoping that avoiding signs would force me to make it better and better until everyone understood where to go, then when I add the signs it should be perfectly clear. It seems to work so far, since I've changed three out of four spawnpoints for the second release of the map.

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Sunday, June 6, 2010

pl_shaft alpha 1 released

I think that my map is fully functional and playable and have done tests with low numbers of players. The spawn rooms and captures are working, there are no development textures and a bit of optimization.

It's not pretty but it's playable. Finding 15 good testers is another thing entirely. If my own server is up and running, you can find it at 83.176.206.248 and come join us. You can also add me as a steam friend "Huckle" (with the question mark heart) and ask when it's coming up.

Map can be downloaded here, via rapidshare.

A life-changing moment?

First of all, this will only be indirectly about game design. I watched a speech for the second time and this time it actually made me better at doing what I do. Not in the way that I understand something better but that I constantly have a demon in my head saying "is this really what you should be doing?". As soon as I open up a firefox window, answer private messages or make playlists in spotify it comes back and that's a good thing.

While I don't have the minor gift of talent, I do have the love for what I do and I'm constantly thinking about how to make my work better. With the added bonus of actually putting in the hours of work, I can't help but think that eventually I'll be an awesome mapper. It might not show yet but wait a couple of months and keep your eyes on this page. I'm going to be one of the people who ship.

The speech: Seth Godin: Quieting the Lizard Brain, try it out for yourselves.

For the last week I've gotten so much done and it feels great. If this lasts until my 30th birthday I'll get a hold of this guy. Not so much because of what he's done for me but because of what he made me do to myself.

Thursday, June 3, 2010

Current mapping project: pl_shaft

Here it is, my current mapping project. It's a single stage payload map (like badwater basin). I've made some good progress the last couple of weeks after my trip to LA and I might be able to get a functional alpha out for game testing this weekend. It's currently fully functional even though I have some issues with the spawn doors.

It looks like crap though and doesn't have any displacements. It's not supposed to, it's an alpha test, I expect to change everything quite a bit. The only part of the map that's actually been tested is step one, it's also the only part that has any kind of details and houses that have roofs. Detailing is meditative, it's where I go when I'm too tired to think of how to continue.

Pictures after the jump.

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