Quantcast
Channel: Confessions of a serial game designer
Viewing all articles
Browse latest Browse all 59

Saucer Full Of Secrets…

$
0
0

Yes, I am a huge Pink Floyd fan, if you got the title reference here 🙂

That being said, I have basically completed the Saucer level. I may add a few minor details, but for now I’m happy with it, and am moving on to other things. Overall I really like how this thing turned out! It’s got a really great flow, some cool weird stuff, and it’s a good theme setter. At some point I will very likely be refactoring how models used for maps are loaded(more accurately, when). Currently they are all loaded at startup, and the map load is instantaneous. That’s pretty awesome, but not really sustainable I think. More likely the models that are not the core of the game will get flushed, and reloaded with each map load. I took some more screenshots of the level in it’s completed (for now) state – note that these have the depth-of-field effect disabled so you can see more detail, and also just so you can see the clarity of the renderer.

Main room, bottom floor. This is the largest departure from any of the original levels, making this room two-tiered, and vastly larger. It also allowed for a great deal more connectivity to other areas of the map.
Entrance to lower level from the giant robot room. Another major departure is how the giant robot room now connects to the main room.
Main room, upper level. This bears at least a slight resemblance to it’s predecessors. Weird alien devices that were seen in versions 2 and 3. A difference is now that there is an additional entrance (to the rear of me) that connects to the corridor that leads to the power core room.
The giant robot room. I am very likely changing the ceiling texture, that is a placeholder that is the same as the floor platform. Colors will remain the same, just laid out a bit different, and with some other details. Unlike the previous versions of the map, there are 3 entrances instead of 2.
Corridor. Much like the previous versions, the level uses detailed corridors to connect the various rooms, most of which are multi-leveled and multi-entranced.
Helm room. Version 1 of this map had this room, 2 and 3 did not. This is a dead-end room, the only one in the map, that will contain valuable powerups. I may add a few more weird alien artifacts to this later down the road.
This is the “T” junction when leaving the power core room. In the past the only path was the one forward. Now there are two, which both lead into the main room.
Running into a bot coming out of power core room. Note the rather gruesome artifacts like heads and body parts in cryotubes. This is part of the secrets that this map will eventually reveal.

I am now back into the game mechanics, and will spend some time heavily into that. Already I’ve got a working HUD design, and I need to look at some animation aspects. I also need to consolidate/refactor some of the effect code for offline vs online play. I have yet to test all of these changes on the Oculus, but that really should all be good. The part I really will have to spend a huge amount of time on is the multiplayer and netcode. At the moment there is no client prediction, and no anti-lag. Neither of these should be terribly difficult to implement. First I need to make sure effects and animation, orientation, etc all still work after so much gutting and refactoring. Quite a few things can be removed for this game as well, making the netcode even simpler. Yay! I’ll probably also add another weapon soon, as well as start on the outdoor map test. As I add weapons (there will be three in total), I’ll likely start adding in the ammo/armor systems.

At some point and time, later, I will work on the built in map editor and make that a much better, robust, user friendly thing. Right now it’s good enough for me to make maps, but I also know exactly how to use it, and it can be clunky and difficult to use. My goal is to make it very user friendly and easy to align things. This might require some non-rendered “nodes” or something along those lines. At the very least, and “align with” feature that would at least move things to the right height and distance apart. I’ve also started adding and replacing some of the music (was using stuff from Frenzy as a placeholder).

Right now movement is very basic, but it’s really, really smooth in comparison to Alien Arena, and any Quake-based games. You glide over obstacles like butter on ice, even in areas with heavy detail. The ability to use collision meshes built in to the models when needed is really a great feature.

Random thoughts…

So it seems Diabotical’s developers are moving on, and that the game failed to meet expectations and “revive” the aFPS genre. They are focusing on other games it would seem, and pulling out funding for tournaments, etc. Perhaps it was unrealistic expectations from the aFPS crowd that truly has doomed it. The overall style went in the direction of Reflex Arena, Warsow, and some others in what is now almost a retro style that Team Fortress used nearly 2 decades ago. I think a grittier, more realistic texture theme might have made this a bit cooler. The games in this genre that had success because they mixed a gritty, even gory style with spectacular gameplay. And speaking of gameplay…

Too many aFPS games are sticking too hard to the Quake/UT formula. Nobody is going to leave these games to play something new that doesn’t really add any new dimensions. That’s the biggest reason for failure, and that is exactly my own game, Alien Arena, ultimately failed.


Viewing all articles
Browse latest Browse all 59

Trending Articles