Tuesday, March 3, 2009

3ds max build + systems > networks + level cration tips

Constructed the landscape in 3ds max, turned out well.
Not sure how to texture/shade/export it though.


So now I'm drawing up the bridges/trees/rocks/etc






systems > networks
-The system of paths start to intertwine creating a network of paths.
-The user is now handling multiple decisions.
Which way do I go at the fork?
Do the decorative objects hint at the right path?
Is there are a pattern in which paths are the right one?
Do I click the dead end to restart, or do I "cheat" by backtracking? Is it cheating?
Is this a maze or puzzle? Is backtracking allowed?
Should I navigate away from the path to explore further?
Is there anything beyond the path?
Does the path change during play?
Is the "fog" or "darkness" make the actually path any harder, or is it just simulated danger?

Level creation Tips
From source:
"Weenies" - Disney term.
Landmarks that help the player navigate + give the player an indication of places they will be going.
ex. Castle in Disneyland
Make sure they are unique landmarks, use shape, colour, lighting, texture/etc to make them stand out.
Two of mine would be the starting arrow and the shrine at point B. Both on the top layer.

Variety is good
Mixing up the "correct" path to take.

Perceived danger is more fun than real
My fog and darkness is an example of perceived danger.

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