![]() One of the main problems with design was to make a real place feeling. Also its useful for enemies that can bypass player from the side and attack him. With more tight space and tables to shoot above.Īnd storage rooms, with narrow spaces between the shelves and boxes.Īll this places provide player with ability to choose a suitable field for the battle.Īlso this approach allows player to play again and have different experience and I could use most of the maps in survival mode with additional refinements (like additional covers, to break long line of fire).īecause this game is about improvisation and constant movement all maps have no deadlocks and in every part of the map at least 2 passes, so player can be always on the move. Like you can see on the of one of the earliest maps “Café”. Like floor pattern and some props that are exclusive for current level.Īll maps are designed as arena with different interesting spots on it. To somehow compensate for this and make the levels visually different, I did the levels with the obligatory use of some individual elements. Because of my limited artistic talents, I was unable to translate many interesting ideas into levels. This decision was made based on the fact that this approach requires less resources and I can use same props on different levels. Like you cleared one area, and you moved on to the next. The basis of the gameplay is not about linear movement through the level and killing everything on pre-prepared positions but more of arena based shooter. I think you will find this template a bit familiar. And only after that, I started to think about story to connect them between. Then removed those maps that I could not implement for technical reasons. We talked about weapons and what to shoot at, but we didn't talk about where we are going to do this.īecause main focus of the game is on shooting and action, I started from thinking about interesting places to fight and then connect them with the setting of the game. Today, I want to tell you about levels and map design. I can only say that the idea of side stories fits in perfectly with the post-main events. But I'm not going to give you any more details on this, because it's better to find out for yourself, isn't it? It’s not much but it’s much better then speechless protagonist, for me, at least.Īlso, the choice that the player makes during the dialogues, allows you to learn more about the world of the game, and about the characters.Īnd it also affects the epilogue of history. I didn't want to make a player just a dumb dummy, so I made a dialog system that player can choose his lines. The story is presented as a visual novel with dialogs between the characters. The other important thing is a dialog choice. Also you can try your weapons on hologram targets there. So the player should have pretty clear understanding of each character in story.Īfter completing most missions or before the start of them, the player gets to the shooting range, where he can talk to the characters, replenish ammunition or change weapons. Also some characters can tell you more about others. So I tried to fit all information needed in casual dialogs and their actions. ![]() in other games.)Īlso, due to the fact that the story unfolds quite rapidly, I had to reveal the characters so that they do not pour out all the secrets of their souls on the second day of acquaintance. Also only few characters make their way in final edit (but I think others will have their appearance in the future. That’s why the whole story completes in 7 in-game days. But after some time, it became clear that I will not be able to implement such a scale due to lack of resources.Īlso, the main story did not imply a long time of events, for simple logical reasons. ![]() ![]() Initially, the story had many different characters and side story events. But even so, I wanted to make sure there were as few weird decisions and situations out of nowhere in story as possible. The story pretty standard, but I tried to add likable characters and logic in whole situation even taking into account that the main theme is pretty crazy. I don’t know whether is this an ordinary situation. I'm not a professional writer, so I didn't overestimate my strength with this.Īs I told in older Articles the story inspired by anime and manga, so we have not so ordinary schoolboy comes in not so ordinary Academy and participates in not so ordinary events. The whole story was created as B-movie class plot. Let's talk about characters, dialogs and story of the game today.
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