Discussion:
[Crystal-core] New terrain
S A WOOLERY
2006-09-21 03:07:48 UTC
Permalink
In terms of the flow it creates is more what im thinking. The terrain although segmented into a few different areas is still pretty wide open, and I assumed your were afraid of the player spending most of his time milling back and forth through this space ad nauseum with no real sense of what direction he should be going. As I look at the map and what you want to put into it, it sounds something like the "Reunion Tour" section of Halo in terms of structure. You wind up with four or five different different pods (for lack of a better word) where action is going to take place, that are united by a central hub area.
In Halo boredom wasn't an issue because you were in the warthog and could zoom around pretty fast, but it was a somewhat confusing area to play through the first time.
You wouldn't have to totally block the environnment into sections, but you can steer someones attention to one area over another. If there is an imposing chunk of wreckage, or a pool of burning fuel on my left and, a large powerstation ahead on the right, I will naturally head towards the power station even if I could easily get around the obstacles if I wanted. That way your not defining a path, you're just suggesting it.
A shipwreck is going to happen in a fairly straight line, and so the wreckage isn't just strewn here and there. you have wreckage on one side and destination A on the other, from point A you can see destination B. Now you can see and even walk straight through the wreckage to points C & D if you want but people will naturally take the less perilous road to the next area for the most part.
Anyway I have a day off tommorow so I'll sketch it out.


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Today's Topics:

1. Re: New Terrain (Anders) (S A WOOLERY)
2. Re: New Terrain (Anders) (Amir Taaki)
3. Re: New Terrain (Anders) (Jorrit Tyberghein)
4. Re: New Terrain (Anders) (Hakim Achterberg)


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Message: 1
Date: Wed, 20 Sep 2006 00:02:17 -0500
From: "S A WOOLERY" <***@msn.com<mailto:***@msn.com>>
Subject: Re: [Crystal-core] New Terrain (Anders)
To: <crystal-***@lists.sourceforge.net<mailto:crystal-***@lists.sourceforgenet>>
Message-ID: <BAY101-***@phx.gbl<mailto:BAY101-***@phx.gbl>>
Content-Type: text/plain; charset="iso-8859-1"

Forgive me if this is the wrong format, but I'm a little new to the source forge mailing list thing.
Im not sure if I will have time this week to sketch anything out, however I did have a good Idea as far as breaking up the level or at least a large part of it into more discreet logical chunks. The recent shipwreck could provide an opportunity to break up areas with chunks of wreckage, smoked out areas, pools of burning fuel/oil (or maybe a hazardous coolant type fluid), and of course you could have trenches dug up by the ship and large pieces dredging through the soil. You could also tie this into a few simple "fetch" missions where the character has to collect a few items from the wreckage exposing the other elements of the terrain one by one in a linear manner and providing natural boundries between them. Once again I'll mock something up if I can squeeze it in.


Steven Woolery
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Message: 2
Date: Wed, 20 Sep 2006 09:45:20 +0100
From: Amir Taaki <***@gmail.com<mailto:***@gmail.com>>
Subject: Re: [Crystal-core] New Terrain (Anders)
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Forgive me if this is the wrong format, but I'm a little new to the
source forge mailing list thing. Im not sure if I will have time this week
to sketch anything out, however I did have a good Idea as far as breaking
up the level or at least a large part of it into more discreet logical
chunks. The recent shipwreck could provide an opportunity to break up areas
with chunks of wreckage, smoked out areas, pools of burning fuel/oil (or
maybe a hazardous coolant type fluid), and of course you could have
trenches dug up by the ship and large pieces dredging through the soil.
You could also tie this into a few simple "fetch" missions where the
character has to collect a few items from the wreckage exposing the other
elements of the terrain one by one in a linear manner and providing natural
boundries between them. Once again I'll mock something up if I can squeeze
it in.
Well the idea is that the gameplay flows linearly, but that the area isn't
designed as such. I think this is probably more superior as its more
realistic, and backtracking is less time consuming.

You still have to find the wreckage, and unless the level is also designed
linearly, then you will still have to explore the level. Or do you mean the
wreckage is actually blocking parts of the level?
Steven Woolery
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Message: 3
Date: Wed, 20 Sep 2006 10:52:31 +0200
From: "Jorrit Tyberghein" <***@gmail.com<mailto:***@gmail.com>>
Subject: Re: [Crystal-core] New Terrain (Anders)
To: crystal-***@lists.sourceforge.net<mailto:crystal-***@lists.sourceforge.net>
Message-ID:
<***@mail.gmail.com<mailto:***@mail.gmail.com>>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

Hmm... I don't want to make the gameplay too linear either. I feel we
should allow a few different ways to solve some stuff and also don't
force that the areas are played in some specific order.

Greetings,
Well the idea is that the gameplay flows linearly, but that the area isn't
designed as such. I think this is probably more superior as its more
realistic, and backtracking is less time consuming.
You still have to find the wreckage, and unless the level is also designed
linearly, then you will still have to explore the level. Or do you mean the
wreckage is actually blocking parts of the level?
Steven Woolery
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Message: 4
Date: Wed, 20 Sep 2006 10:56:47 +0200
From: Hakim Achterberg <***@stack.nl<mailto:***@stack.nl>>
Subject: Re: [Crystal-core] New Terrain (Anders)
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Hi Amir,

Actually the gameplay is only semi-linear in the first part of the game
to let the player start up, and to make it easier for us to create a
first level. The goal is to make a more free approach of the quests, I
think something similar to Baldurs Gate. Where the order of doing things
can make it harder or easier. Some quests are optional, but might give
advantages. So you can play the game more than once without having
exactly the same route. Preferably there are some quests that rule the
other way more or less out. So you'd have to play the game more than
once to see everything (I know that this keeps people play Baldurs Gate
more than once, because they want to see every aspect of the game)

- Hakim
Well the idea is that the gameplay flows linearly, but that the area isn't
designed as such. I think this is probably more superior as its more
realistic, and backtracking is less time consuming.
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