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Answers Round #1: Importing, Game Advice and Level Design

7/27/2013

1 Comment

 
   Hey everyone! It is now time for me to answer a few questions that you, the reader have asked! I do want to say sorry for taking so long, I have been very busy with an upcoming project that I hope to share with you all in the near future.

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Question 1: "How do you import the level inside UDK. Do you import the whole level or piece by piece? I would really like to know. Thank you" - Vali
Answer: It really depends on the situation. Sometimes I will just import the entire level as one solid piece just so I can run around and get a feel for it and that will give me decent collision. Other times I get some really wonky collision, so I would then break it into pieces and  import it sectioned out so I can solve any collision issues I may run into.

   The level you were looking at "Emperor's Square" was entirely pieced out. This was because it had numerous collision issues that could only be solved piece by piece. Just keep in mind that if a level has organic shapes, dips, potholes or etc building collision can get really messy.

   I also experimented with this Max Script known as the "T3D Exporter". Which is great in creating quick collision, but I also found it to be too imprecise for my specific needs.

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Co-op on two different devices? Works for me!
Question 2: "I am obsessed by an idea which is to make a run-time multiplayer game where 2 players on 2 diff devices control a single character.
  
   If one player controls the movement then the other controls his combative powers. Its not a multi player game against each other but a mutual and co-operative multiplayer game.
I just want your feedback on the concept if it is good enough."  - Krishh, Game Designer @ Manthan Studio
Answer: The short answer is yes. So I think an idea like this is pretty cool, I definitely see it having a lot of potential. Depending on how you execute the idea I think it can be really cool. If I was you I would just make sure to truly reinforce cooperation, if this is not stressed in the game mechanics. Be sure to iterate and play test it diligently!

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What is going on here!
Question 3: What are some aspects of level design that you think "make or break" a game? - Hal Jordan
Answer: From my experience as just a gamer I can say that the thing that breaks a game for me is if the level is confusing. If I play a level whether it is in an online competitive game or single player I can't stand the feeling of being lost. If I am playing a game and I have to stop and ask myself where I am going or what I am doing(or even worse "Why?") I have become disengaged from the experience.

  I am not saying that I don't like challenge nor am I saying that I need to have my hand held and lead from place to place. I just need to understand what my objective is so I can use the abilities/skills I am given to achieve that goal.

   When playing online a factor that can really break a game for me is if the level just hard to look at. There was a level in Gears 2 I strongly disliked because it was dark, symmetrical and no matter what team you were on each side of the map was identical. It was hard to tell where you were.

- Danny Q
@Dannylv100
​

1 Comment

The Wanderer : A New Infected for The Last of Us 

7/10/2013

2 Comments

 
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   One of the things I loved about the game was the Infected. They were believable, interesting, grounded and fierce. The Last of Us did something that almost no other video game has done before. They made each enemy feel unique, that each enemy was a human being unlucky enough to slowly lose their humanity and become one of the infected.
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    The Last of Us is a fantastic game, a tour de force. It is one of the most mechanically sound games I have ever played. Everything about the game is finely tuned and perfectly executed. I think of this game a masterpiece. If you haven't played it yet, go out and try it now!

Disclaimer: I do not work for Naughty Dog and this blog post may contain SPOILERS for anyone who hasn't completed The Last of US. The Wander silhouettes are based off of official Naughty Dog concept art that I do not claim as my own.


   One thing I loved about them was that they followed a very  interesting life cycle. Every infected starts off as a fungal spore. This spore reaches a human target and infects them. The first stage of infection is the Runner. A few weeks after infection the fungus inside the brain of the Runner begins to sprout into these fungus stalks and creates a Stalker. A few more weeks later and the fungus growing out of the brain hardens, the stalker loses it's eyesight. This stage is what we know as the Clicker. 
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   The only thing I didn't like about the Infected was the Bloater. Bloaters didn't seem to fit quite right into the infected life cycle. What purpose do they serve? How did they come to be? Are you telling me that a Bloater is a Clicker that for some reason survived for years and mutated to become an armored titan? I felt that the Bloater didn't truly flow into the life cycle of the Cordyceps virus.

   I am not saying that Bloaters are not possible, but they were the only infected that felt "Gamey". I did like the fact that the Bloaters we not just generic bullet sponges, I just felt that there could have been another type of infected that was a better fit in the universe. If I were to be asked to design a new infected type for a sequel for The Last of Us (or DLC) I would pitch a new less aggressive infected, The Wanderer.

The Wanderer

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The Wander's back is full of stalks that release spores as it walks. These spores create a deadly trail that can obstruct pathways and lines of sight.
  The Wanderer is the next step after the Clickers in the infected life cycle. The Wanderer is sprouting spores all over it's back and head. A Wanderer is created when a the host body of a Clicker can no longer sustain the Cordyceps host.

  The virus knows that their host body is near death. The Wanderer searches for a dark, claustrophobic area so that they may drop down, die and release their spores to continue the life cycle.

   As they walk around they leave behind a trail of deadly spores(just like a moth) and on occasion they have a seizure which causes them to "sneeze" and release a cloud of spores all around them.

   Wanderer's can still kill with a single bite, but will only attack when provoked. They are attracted to sounds and use echolocation just like a Clicker. They are however the slowest of the infected (Due to their body falling apart or previous injury), they oftentimes stagger about croaking in pain.
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A Wanderer leaves a deadly trail of spores in Joel's path.
   Wanderers can complicate things for Joel and Ellie. While trying to sneak by Clickers/Runners a Wanderer can linger into a room and with it's spore trail temporarily obstruct a path or escape route. Players are forced to rethink their approach.

   Because they have large spore stalks on their back they can not be killed from behind with a shiv or strangled. The only way to remove their spore stalks is with the flamethrower or sustained gunfire (A shotgun blast will sometimes remove the stalks).

   A Wanderer might stumble over to where Joel and Ellie are hiding and "sneeze" sending a small radius of spores all around, forcing Joel and Ellie to find another safe piece of cover.

  
The role of the Wanderer is to force the player to alter their tactics on the fly. It also makes players even more wary of their surroundings. A player can't just rush when their is a wanderer nearby else they risk stumbling into it or a cloud of spores.
  
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Wanderers have a distinct cry. It is similar to that of the Clicker but it is more strained and raspy.
   I felt that the Wanderer fits into the established life cycle nicely. It challenges the player and keeps encounters dynamic. It is also a natural opposite of the Runner. Instead of being fast and frantic it is slow and staggers about.
There is a sad beauty in the Wanderer, finally it's tragic journey from human to infected ends. The human host body can finally pass and the cycle continues.

- Danny Q
@Dannylv100
​

2 Comments

    Dannylv100

       I am an Indie Game and Level designer, Consultant and host of Divercast.

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