Morgan
    Lifetime Points: 375

    Small Dark Void update...with animals. Huh?!?!

    Friday, October 3, 2008, 04:19 PM [General]

      

    Hey everyone,

     

    First off, thanks again for your feedback and comments the first, of no doubt many, AI related blogs.

     

    So what has been going on lately with Dark Void….what haven't we been up to?!?!

     

    The team has been working hard on getting our levels locked down and into the art pipeline. This has been a super collaborative effort between the design team, art team, team leads, etc. At some point we’ll do a full blog or two on our level design philosophy, but I’ll share a small smidge right now.

     

    Everyone following Dark Void by now has seen the gameplay footage that came out during the E3 time frame. Although we’re very proud of our demo for E3, that’s just what it was, a demo. As such, we made a very structured flow, with a deliberate pace to show off each and every one of our mechanics, one after another.

     

    For those that missed it, it went like this. (Now with animals!)

     

    Shoot enemies on the ground

     

     

    Hovering Death from Above

     

    Shoot enemies on the ground

     

    Vertical Combat Awesomeness

     

    Shoot enemies on the ground

     

    Jetpack dogfight Awesomeness

     

    UFO Skyjack

     

     

    Sneak Peak Archon boss fight

     

    These images made funnier if you know the demo…check out the video online

     

    www.gametrailers.com/game/5681.html

    Ok, so the demo was cooler than that flow makes it seem, way cooler, but not as cool as if we had made it using animals as our characters (can you tell its Friday?).

     

    All in all, I felt the demo did a great job at hitting our goals. But being structured such as it was, I think it gave the false impression that our game was going to be a very linear progression of those gameplay elements through our level flows.

     

    Very far from the truth!

     

    Now, we are by no means an open world game, but that demo flow is far from what we consider the ideal way to celebrate having a very cool character, with an extremely cool jet pack, kick ass and take names in the Void.

     

    The jetpack really provides a lot of player freedom, as such, making sure our levels support that freedom is crucial. Making sure we are creating an experience that can cater to those that like to run and gun,  cover users, people who take to the skies to rain death from above, and those that love it all, well…that is the real trick, isn’t it. I think we’re getting closer to the goal though.

     

    Right now, after taking  a bit of time to let Will get settled into The Void, it’s not too long before we put the player in the driver’s seat and let them try out their favorite tactics (as for myself, I am partial to “Death from Above”

     

    Hey, while we’re on the topic of levels, and to help put to rest some of the things I’ve read about D/V being nothing but Grey’s and Brown’s on the color spectrum (somewhere there is an alien joke in that last sentence, I just can’t find it). Here is a concept piece from one of the level’s we’ve been working on lately.

     

     

     

     

    Hope you like it! Feel free to ask some questions about what you are looking at in the comments sections, I’ll share what I can (apologies ahead of time for cryptic answers).

     

     

     - Morgan

     

    4.7 (6 Ratings)

    I'm keeping my eye on this game. Looks tight.

    Blue Suit Riot
    October 03, 2008
    05:36 PM CST

    Feeling better, Morgan?

    Oooo, that concept art is awesome. I really like the deep, dark greens. I'm super confident that will fill the void (intended) people have been seeing in the color spectrum.

    Hmm, I also see waterfalls and maybe a gateway (the blue thing?). Could this be the location Will is trying to reach (to escape the Void)? That would explain the beauty of it all. It's Will's Utopia. Or maybe he'll wind up staying (as ruler of the Void), and this is where his castle will be. Just some random thoughts... Please don't acknowledge any truth that may reside in them.

    adamazing
    October 03, 2008
    06:15 PM CST

    Hah, wicked backdrop. Terraced pools/waterfalls are one of my favorite terrains, so it's always nice to see some that look this good showing up in a game. I can't even imagine how long it must have taken to construct that.

    By the by, how're you planning on handing jetpack fuel? As you said, freedom in the game is key, so I'd sort of hope to have unlimited juice. I guess the problem would be too much freedom, with players bumping into the sky ceiling or just putting around the edge of the map ad-nauseum. So, probably some auto-recharge-while-on-the-ground setup then?

    Squirrel
    October 04, 2008
    12:15 AM CST

    this game looks great!! I need to see more. here's a question: Will you be posting more concept art of levels in the near future?

    Shadawho
    October 04, 2008
    02:13 AM CST

    Feeling much better, thank you!

    I will not reveal any secrets, but this area is pretty important to Will during the course of the game ;)

    Glad you liked the concept art!

    Morgan
    October 05, 2008
    02:30 AM CST
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