Level1.
GamesDev Design Log.
Monday, 19 March 2012
The groundwork
Here is the basic layout of my level produced in Photoshop. As you can see a team spawn is set each side of them map (These will be placed inside Skyscrapers). The map is made up of 2 levels, the upper level being all the area filled with the lighter tone of gray, with the lower level filled with the darker shade of gray. A bomb site will be placed on both the upper and lower level of the map, set near equal distance from each spawn (Slightly closer to the defending teams spawn to help minimize advantages). The lower level will be accessible by going downstairs in your respected spawn, taking the stairs from the middle platform at B site, or taking a ladder through the platform. The ladder will most likely be moved to a place that holds less disadvantages, as the current position may hold problems for anyone using it. I also added a few 'Dummy' buildings in, that won't be accessible in the map, they will just be there for visual purposes.
Friday, 2 March 2012
When in Rome.
It's been a while since I've posted anything as I've been knee deep in UDK tutorials, which seems to be the main DevKit of choice providing I can get my head round it. So I don't really have that much to 'Upload', up until now I've just been familiarizing myself with the UI/ controls etc. so I don't have anything pretty to show you. However I do plan on blocking out the bulk of my map (which may be in Google SketchUp, or even Maya as they're both easier for me to work with), and maybe getting a few drawings done over the weekend.
Give it a name.
I've been thinking back to the days I used to play Counter-Strike competitively, and realized that every part of the maps have individual names to help players communicate with their teams. Although these places were originally named by players/ commentators, it's not like these players just plucked something out of the air and labeled that spot something. Each place is usually named something relevant to the look of the area. For example:
This is what established CS 1.6 will recognize as "Pop Dog Train" (For obvious reason), and yes that may be because the map is filled with trains and shouting "There's 1 guy by the train" over mic isn't going to leave anyone any wiser to the situation, but it's a subtle thing that makes that area of the map unique. Now getting to the point... If one map has a lot of unique points, unlike anywhere else on the map, the map becomes very original, authentic, and believable. This is something I really want to consider when building my own.
How I'd take this ingredient and throw it into my own super map mixture:
-Think about giving key points in the map unique features or props to make it more memorable to the player. (Billboards, signposts, posters etc).
-Try to spice up the map a little. I think non-symmetrical maps hold more flavor, and stop the player from feeling like every route is the same, hopefully preventing the player from getting bored as easy.
-Think about heights. The place names that usually spreads between multiple maps are 'Heaven' & 'Sniper Deck'. These are usually given to the highest point on the map, usually found to be vantage points. I need to think of ways to link multiple platforms together without the player feeling the getting there is going to be a waste of time, potentially to be killed by an enemy player that got there first.
Wednesday, 29 February 2012
Inside manmade giants.
Recently I've been working on the Moodboard for the project and realised I'm leaning towards a lot of cityscape and skyscraper photos, so I thought it be wise to actually talk about them on here, and point out where my influence is coming from.
I'm sure when most people hear the word 'Skyscraper', they instantly imagine their boring run of the mill, oversized grey blocks, that just seem to cast their respective cities in shadow, to me they mean much more. Skyscrapers for me feel more like architectural design statements, on a much bigger scale. Forgetting about New York, and London and thinking about places such as Singapore or Dubai (Which for me represent the skyscraper capital of the world), where buildings raise far abover the surface of the earth in a wonderful fashion. Modern skyscrapers, and leaked concepts for future projects found in both of these places could easily pass for Sci-Fi models now.
The Burj Khalifa - Currently the tallest building in the world.
The Burj Al Arab - Another famous skyscraper found in Dubai.
Singapore - A view of Singapore and it's glorious skyscraper collection.
Above are just a few of my current favourite skyscrapers (Many more to come with the moodboard). These will be looked over countless times during the production phase of my project in attempt to create an authentic/ beautiful bit of architecture for my level.
Monday, 27 February 2012
All aboard the MONORAIL!
After a little discussion with Patrick about my 'Skyscraper Walkway' themed map, he then introduced the concept of a monorail. I wasn't sold at first when he showed me a picture of what appeared to be an 80's perspective on 'what the future holds', with a vary cardboard box-esq design. However as I looked more into some Google imagery it began to grown on me. Some of the models have a very sleek design that could fit very well into a futuristic cityscape design.
This is the type of model I'd most likely base mine on if I were to apply it to my level. The design is a lot smoother and curvier than other monorails I have seen, which gives me the feel of design that has, or is moving forward. Ironically I mentioned earlier the '80's perspective on what the future holds', however the concepts of future technology still hasn't changed, it just seems that design has gotten a little bit 'rounder'.
To the right is a picture the Sydney monorail. This picture displays how a monorail would look in a real environment. I thought it was important to show this for reference later, as I'm not completely accustom to the way they work without assuming they're the same concept of trains but higher up... and I think I remember something about them being powered by magnet force, but now I'm just going of track. (< TRACK, Train joke). Will go into more detailed research closer to the date of implying the design providing I do.
Ok so my ideas for implementing the idea into my own map!
I've thought about 3 main ideas that involve the monorail into my design, and here they are:
-Visual Purpose Only.
By this I mean I would create a monorail strictly as a static object that would provide nothing more than something to look at or somewhere to hide. That being said I could also use the track as a means of walkway/ platforms etc.
-Danger Zone
The second idea would be to take the first concept, but to run the track through a part of the map that could gain heavy usage. This means the players would also have to be aware of their environment too because lets face it... No one wants to get killed by a train, and no players wants the humiliation of being killed by something being controlled by the computer.
-Scenery
This is similar to the first concept, but instead of creating the monorail and the track a part of the map the player can interact with, I would hope to make a fully functional monorail that travels passed the map at random moments. This would give the map a more realistic feel.
Sunday, 26 February 2012
Walk this way... Stalk this way.
I've been thinking about my Skyscraper level, and thinking about the 'Balance' aspect I was talking about earlier on. Originally I thought about having the combat set on 2 different levels of walk ways, but the more I began to think about it, the idea of a series of walkways became a little bit boring in my head. On top of being boring, I also imagine it to be a little frustrating for those that spawn on the lower level. I need to think of ways to prevent my map from being completely open, which would allow people to shoot each other from every different direction, as well as adding variation to prevent my map being completely symmetrical, and minimizing visual repetition.

(Guardian in a 3D perspective)
So taking everything I have spoken about into consideration, my ultimate goal is to make the map I orginally had in mind, making it a lot more versatile creating a more visually, and gameplay pleasing map.
The things I aim to include are:
-Hollowing out 2 floors of the connected skyscrapers to create closed off areas, which also provides good spawn point locations.
-Tactical placement of Tunnels/ Cover along specific walk ways to provide unique open fire/ blind spots.
-Maybe adding a bit of destruction to create different means of entrances and platforms.
I love it when a plan comes together.
Reviewing all my previous projects I've realized that time management is definitely not my thing, so I've decided I'm going to post on here what I want to achieve in the process as a whole, and go into more detail week by week. So here we are.
Things that must be submitted at the end of the project:
-Design Log
-Mood Boards
-Initial Designs/ Process
-Complete Version of Map
-Project Evaluation
Project Length- 8 Weeks.
As of today we are 1 week down and I'd like to assume the design log is going well (or I wouldn't be posting this would I?), but I'm unsure of how much this passes for my design log, so I shall find out tomorrow if a complete hardcopy (Sketchbook) is required. On top of the logging, I've also nailed down my Initial Design, however I'm yet to provide any visual development of it so...
By the end of Week 2 in the project, I would like to have completed:
-Mood boards of my design inspiration, and gather any other reference material together for my log.
-Tradition/Digital overviews of my map ready for blocking out my level the following week.
On top of those, I would also like to have a little bit of a play with the Engines and DevKits, considering I currently have no experience with the ones I am leaning towards. I'd like to believe I'm a pretty quick learner when it comes to software of this nature, so I'm pretty comfortable in creating a good quality level with 5 if the remaining 7 weeks, allowing the final week remain free for my evaluation and any tweaks or fine touches that my map requires.
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