User:Baliame/L4D Progress: Difference between revisions
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* '''Chapters''': 5 | * '''Chapters''': 5 | ||
* '''Status''': | * '''Status''': | ||
:* '''Chapter 1''' - Planning: 100% - Construction: | :* '''Chapter 1''' - Planning: 100% - Construction: 034% - Entities: 018% - Beautification: 010% | ||
:* '''Chapter 2''' - Planning: 100% - Construction: 000% - Entities: 000% - Beautification: 000% | :* '''Chapter 2''' - Planning: 100% - Construction: 000% - Entities: 000% - Beautification: 000% | ||
:* '''Chapter 3''' - Planning: 100% - Construction: 000% - Entities: 000% - Beautification: 000% | :* '''Chapter 3''' - Planning: 100% - Construction: 000% - Entities: 000% - Beautification: 000% | ||
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:* '''Chapter 5''' - Planning: 075% - Construction: 000% - Entities: 000% - Beautification: 000% | :* '''Chapter 5''' - Planning: 075% - Construction: 000% - Entities: 000% - Beautification: 000% | ||
== <font color=white>Project blog</font> == | == <font color=white>Project blog</font> == | ||
=== December 10, 2008=== | |||
Yeah, it's coming along nicely. | |||
So far I've constructed everything on the right side of the street before the bend. The large houses are inaccessible for the player, the small on the corner of the wide street is one that contains supplies. The design philosophy for supplies will follow throughout the mission: small dead ends or alternative, longer routes may reward the player with items which eventually make the chapter easier to complete than if people just rushed through the shortcut. | |||
One thing about the city is that, like a real city, it's really open. There should be many routes to get from one place to another in a real city, however in this particular city, it's a goal to limit players from accessing too many routes. There are a few reasons behind this is. If I'd leave the city wide open, the players would wander around in loops trying to find their way towards an unmarked safehouse. While this might sound fun and hours of gameplay, it is pretty frustrating the first time. And when it actually happens, people will know where to go and the big open area loses it's point. And here's the second point, if there would be a huge open area to access, but it's irrelevant to the main route, noone will actually visit these sideroutes, unless it's rewarding. Supply areas, such as ones mentioned above, however, are rewarding enough by themselves to completely obliterate the point of these sideroutes. Therefore, designing these side routes would be a waste of release time. Obviously detail is important but only as a scenery. I really need to invent new and creative ways of blocking off areas, such as the abandoned ambulance car right outside our safehouse. | |||
A couple of screenshots for your convenience. | |||
<gallery> | |||
Image:Lifesent 20081210 4.jpg|The safehouse, from the inside. | |||
Image:Lifesent_20081210_3.jpg|A bird's eye of the narrow street which is basically your starting point. | |||
Image:Lifesent_20081210_2.jpg|A bird's eye of the road before the bend. | |||
Image:Lifesent_20081210_1.jpg|A street level view of the currently complete parts of the first chapter. | |||
</gallery> | |||
=== December 8, 2008=== | === December 8, 2008=== | ||
I certainly like zombie games more than cartoonish shooters, so it's much more likely that I'll finish this project in an acceptable timeframe (though I'll have to wait for Valve to release the real SDK to refine it a little).<br /> | I certainly like zombie games more than cartoonish shooters, so it's much more likely that I'll finish this project in an acceptable timeframe (though I'll have to wait for Valve to release the real SDK to refine it a little).<br /> | ||
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* Finally, Chapter Five will play in the countryside. A quite difficult path is ahead of the survivors, which, when crossed, leads to an abandoned prison with a working radio. However, the main entrance is blocked and survivors must find a hole in the wall to get inside. When inside, they have to navigate to the central control room of the prison which has a radio. After that, survivors have a relatively short time to once again rush through the prison complex, into the courtyard where the helipad is, and it will be the main battlezone of the finale unless the survivors are slaughtered on the way out. | * Finally, Chapter Five will play in the countryside. A quite difficult path is ahead of the survivors, which, when crossed, leads to an abandoned prison with a working radio. However, the main entrance is blocked and survivors must find a hole in the wall to get inside. When inside, they have to navigate to the central control room of the prison which has a radio. After that, survivors have a relatively short time to once again rush through the prison complex, into the courtyard where the helipad is, and it will be the main battlezone of the finale unless the survivors are slaughtered on the way out. | ||
Sketches | Sketches may be upcoming in the next update, as well as screenshots from the first segment of the first chapter.</font> | ||
Revision as of 11:31, 10 December 2008
This is a personal page on my own namespace. If you have anything to add or you managed to find something I didn't, please post on the talk page. Thanks!
Current projectProject status
Project blogDecember 10, 2008Yeah, it's coming along nicely. So far I've constructed everything on the right side of the street before the bend. The large houses are inaccessible for the player, the small on the corner of the wide street is one that contains supplies. The design philosophy for supplies will follow throughout the mission: small dead ends or alternative, longer routes may reward the player with items which eventually make the chapter easier to complete than if people just rushed through the shortcut. One thing about the city is that, like a real city, it's really open. There should be many routes to get from one place to another in a real city, however in this particular city, it's a goal to limit players from accessing too many routes. There are a few reasons behind this is. If I'd leave the city wide open, the players would wander around in loops trying to find their way towards an unmarked safehouse. While this might sound fun and hours of gameplay, it is pretty frustrating the first time. And when it actually happens, people will know where to go and the big open area loses it's point. And here's the second point, if there would be a huge open area to access, but it's irrelevant to the main route, noone will actually visit these sideroutes, unless it's rewarding. Supply areas, such as ones mentioned above, however, are rewarding enough by themselves to completely obliterate the point of these sideroutes. Therefore, designing these side routes would be a waste of release time. Obviously detail is important but only as a scenery. I really need to invent new and creative ways of blocking off areas, such as the abandoned ambulance car right outside our safehouse. A couple of screenshots for your convenience. December 8, 2008I certainly like zombie games more than cartoonish shooters, so it's much more likely that I'll finish this project in an acceptable timeframe (though I'll have to wait for Valve to release the real SDK to refine it a little). The campaign basically looks like this:
Sketches may be upcoming in the next update, as well as screenshots from the first segment of the first chapter. |