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So what have we learnt?
So what have we learnt?
| Name: | Francis | |
|---|---|---|
| Date Posted: | Mar 18, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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So using the "KIller Kork" resource I got a few pretty impressive good bots in game. Right now they all just shoot everyone, later on I'll need to figure out a factions things. But not until I have at atleast two character models in game, and hell its just good to do somthing other than run around on my own.
But I'm learning that It doesnt take much to open your eyes wide. My test terrain is normal size, but with the game boundries at the far limits. Also its not tiled not that that makes much differance but anyway. But two things really stand out. My initial idea of having up to ten spawn points per map is too low I think. You can wander around for quite a while and not meet anyone. I need to see if I can find a way to increase or decrease the amount of spawns etc.
Secondly I'm definatly going to need a map on the GUI. Its too easy to get quite lost when you first lose sight of the bots, your left wandering around these pretty big landscapes without a clue where you are until you can sicern some landmarks and work your way from there. Being as I plan to have randomly generated maps and therefore every map is differant, Its going to be very frustrating to players not having a blind friggin clue as to where the objectives are ending up in perpetual confusion as to "Where the hell am I!?"
What else am I doing right now. Well I have made alot of the weapons models I want in game, and I am texturing everything in my models folder, seeing as its kinda incomplete. When all the weapons models are done and textured I'll let everybody see.
But for now I'm gonna have to concentrate on getting my A level coursework in over the next week or so. Urgh, I hate deadlines.
But I'm learning that It doesnt take much to open your eyes wide. My test terrain is normal size, but with the game boundries at the far limits. Also its not tiled not that that makes much differance but anyway. But two things really stand out. My initial idea of having up to ten spawn points per map is too low I think. You can wander around for quite a while and not meet anyone. I need to see if I can find a way to increase or decrease the amount of spawns etc.
Secondly I'm definatly going to need a map on the GUI. Its too easy to get quite lost when you first lose sight of the bots, your left wandering around these pretty big landscapes without a clue where you are until you can sicern some landmarks and work your way from there. Being as I plan to have randomly generated maps and therefore every map is differant, Its going to be very frustrating to players not having a blind friggin clue as to where the objectives are ending up in perpetual confusion as to "Where the hell am I!?"
What else am I doing right now. Well I have made alot of the weapons models I want in game, and I am texturing everything in my models folder, seeing as its kinda incomplete. When all the weapons models are done and textured I'll let everybody see.
But for now I'm gonna have to concentrate on getting my A level coursework in over the next week or so. Urgh, I hate deadlines.
Recent Blog Posts
| List: | 07/29/08 - It's been a while and there have been changes. 01/20/08 - Textureing wise, I'm screwed 11/25/07 - Back to square one? 10/20/07 - Finally! 08/20/07 - Oh so much going on. 03/30/07 - The story 03/18/07 - So what have we learnt? 02/25/07 - Several things |
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Submit your own resources!| Aaron E (Mar 18, 2007 at 13:04 GMT) |
You may have already read some of this stuff, but here are some excellent articles on level design from Gamasutra that might give you some inspiration . . .
www.gamasutra.com/resource_guide/20010716/pagan_01.htm
www.gamasutra.com/resource_guide/20010716/pagan_04.htm
www.gamasutra.com/features/20061026/luban_01.shtml
gamasutra.com/features/20061108/luban_01.shtml
www.gamasutra.com/features/20061122/luban_01.shtml
Even if your levels are randomly generated, there are some basics that might be of use to you (especially in Pascal Luban's Multiplayer series of articles).
Edited on Mar 18, 2007 13:05 GMT
| Francis (Mar 18, 2007 at 18:13 GMT) |
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