If it's in the mountains I would't do such a large chunk or map, instead I'd break it down into smaller platforms (still with rooms and such) but also at different levels. You'd get some pretty...
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If it's in the mountains I would't do such a large chunk or map, instead I'd break it down into smaller platforms (still with rooms and such) but also at different levels. You'd get some pretty...
I think it looks sweet so far! Love BSP blockmaps!
I'd possibly have some large piece of geometry (like a tower type thing) somewhere in the back of the first image - doesnt necessary need to be...
Yeah Blogger is great. Tumblr is also a really good option for throwing lots of stuff up quickly without formatting etc.
Firstly - sweet portfolio. I really like this and it should gain you a junior level design position.
But you don't want to hear nice things do you? :)
So I would agree with Snap on most of his...
Portfolio sounds like more than enough! PLayable always wins over anything else. If you're a design, then LDD's are good. GDD's are a little too heavy to get through.
Anontated screenshots of...
Yeah, there are a lot of pathways with too much clutter in it. You want to keep things fast paced and flowing. You should definitely check out Hourences 'The Hows and Whys of Level Design', really...
Thanks very much Cindorella! Really kind of you to say so!! We've been working a lot more on interiors, I may post some WiP in the next week or so. Main focus at the moment is to get a playable demo...
Seems weird that you want 13 bots all using the same pathnodes. A set up like this would be more Deathmatch - is that what you're trying to do? If so - you should follow setting up deathmatch...
Last one of the year uploaded for you guys. I think there's a part 2 coming too so I'll update that in the next day or so. More to come in September with lots more developers.
If any of you from...
Updated a few extra videos! Hope they're of some use to people!
Apologise for having absolutely ZERO development stuff guys. We'll definitely be creating posts sometime in the future about how we're constructing the game and development stuff for anyone...
Is this what you're looking for?
Window>Setting and Preferences>Preferences>Edit>Reset Default Settings.
I have honestly never used these - I know they can be tricky though.
Have you checked out the UDN page and downloaded the example to see if their's is the same?
...
Hmm. I'll have to check it out in person. I would say some type of trigger volume approach would work (In a very hacky way) or maybe have dynamic volumes and everytime you press jump you turn them...
Hey Niall,
Firstly - Love that jump animation! So funny!
Onto your issue - Maybe you should just assign volumes everywhere on the ground that detects if you hit a floor - Obviously not ideal...
Updated with Steven Thornton who is a Games Designer at TT Fusion Games in the UK.
You'd probably need a custom save system in place. How experienced are you guys? I personally would just create 4 maps (or whatever) with the same type of geometry so that where a building is in one...
Updated the thread with Andy Wood from Doublefine - Apologies about them not being updated weekly - we have to clear certain videos before they go up :)
Will check it out Snap and be sure to post back.
I also feel very sorry for any people working on the UC or Tomb Raider games. They're so well designed that anyone that worked on it can't...
Im similar to Hregrin on this one.
A topdown sketch on a napkin is good to get going - gives you something to get going with. I also reference the heck out of any architecture/environmental stuff...