Tuesday, December 28, 2010

A little less conversation, more vegetation please

Conversation writing has taken a little bit of a backseat to the level design process over the past couple of days. I've individually placed and adjusted over 4100 trees, shrubs and grass tufts, making sure that none of them are floating above the ground and all of them are "just right".  So here's the requisite "show-off screenshot" to demonstrate a small segment of the now fully-decorated level.

Running in a winter wonderland

In other development news, I've completed another significant portion of the main quest line of the game. This was a particularly time consuming task, as it involves numerous choices which can greatly affect the way events can pan out. My current rough progress for a few key items looks like this:
  • Level Design: 45%
  • Main Quest: 35%
  • Side Quests: 30%
As such, there's still quite a way to go, but there's already a lot of content and material for players to experience. Keep in mind that this includes many decisions that can be made which have a real and powerful effect on the story, its characters and the ultimate conclusion and aftermath. Death, betrayal, love and triumph may all play a part in The Shattered War, but it will be up to you to determine how these events play out and whether you will pursue a path of kindness or vengeance.

Shoryuken bear

I'll leave you with the above gem that I took while trying to grab a screenshot to showcase my vegetation placement. It doesn't really show off the level that well, but it does show the intrepid hero in a little bit of a trouble...

1 comment:

  1. While barely a comparison, I remember vegetating maps for Dark Reign and Starcraft,, despite the tactical and flavour purposes that sort of thing provided, I hated it with a passion :/ With games these days, I imagine it can only be much more difficult. I don't envy you, but stick with it :-D