Quantcast
Channel: Confessions of a serial game designer
Viewing all articles
Browse latest Browse all 60

Going outside the box.

$
0
0

Given the original purpose and design of the CORTech engine, which was an underwater aquarium game, there was no question in my mind that it would be well suited to large outdoor maps. Much of the work I’d done for Saucermen was gearing towards being able to handle indoor settings with multiple (many at times) light sources. It was time to revisit the outdoor mode, so this weekend I have spent quite a bit of time on that.

I’d had an idea for a demo of this, that could also be a pretty fun map. It was to be an area with some old ruins, in a rocky, rugged landscape with a lot of trees, sunlight and shadows. The area would be littered with wrecked flying saucers, tanks, and other signs of an epic battle from long ago. Structurally, I wanted there so be a little bit of a “king of the hill” type layout, with several tiers of sloped verticality, and something that was mostly pretty open. In the end, I came up with this:

At the bottom of the big hill.
In the top level dais. Many lights and shadows from foliage.
Pretty good example of foliage shadows on most everything in this area.
More shadow examples. It should be noted that the blur resolution is a bit low for this, and I will tweak some for a smoother appearance if possible without hurting performance.
At the lower dais. There is a lot of open space in the map, though once I add grass vegetation, it will probably feel a little less open.

So now I have two “demos” of two different types of maps for the game, I can work on effects and making things work for both scenarios. There was already a good bit of tweaking that I needed to do, and without breaking things. During this time, I was also able to fix a few nagging artifacts.

Next up – I tackle ragdolls and multiplayer too.


Viewing all articles
Browse latest Browse all 60

Trending Articles