Multiplayer Dev Diary #6 - Structures
Hello raiders!
In dev diary #1, we discussed our maps in general, how we approached the assembly of structures, and the definition of encumbrances and play areas. In this new dev diary, we want to give you a more specific example of our map design process and provide a glimpse into the creation of specific assets within the level design for one of the maps we are working on.
The structures we will be examining are human-made facilities that will flank the ancient ruins featured in our game.
We began with the core idea of creating these human structures to convey a sense of functionality, while also appearing as ruined remnants of the past. Our initial inspiration came from images of oil rigs, and we used Brutalist architecture as a style reference, characterized by its rigid geometric style. We imagined it would be fun to fly a spaceship through the rigid spaces and square recesses of these structures, creating particularly challenging moments for the player.
As for level design, we used simple parallelepipeds for a classic blockout to evaluate the spaces and loads, the excitement of chasing ships, and how these structures could serve as hiding places or protection from the enemy. This phase is the foundation of any game map, as it allows us to determine how to arrange the basic structures to ensure they are fun and engaging in gameplay, rather than just fillers for the environment.
Concepts also help define the ground rules. Many decisions are made at this stage, such as the relationship between macro and micro elements. This phase is essentially a study in balancing between too little detail, which results in a lack of scale, and too much detail, which can make it difficult to distinguish basic shapes in the environment. Falling into either extreme can compromise the gameplay.
Then we move on to assembling the basic structures using kitbashing, a technique that speeds up the creation of basic shapes so we can concentrate on the details.
The final phase is testing the structures within the map to verify their navigability and integration into the game experience. This phase is crucial because it allows us to identify and correct any mistakes made in the previous steps, ensuring the game experience is smooth and enjoyable.
That concludes this new dev diary. Your support is crucial, so if you like what we’re doing, please keep following us!
Farewell, raiders!