Showing posts with label Mapping. Show all posts
Showing posts with label Mapping. Show all posts

Thursday, April 30, 2009

Final Project

My final project has changed from a recreation of my previous level, to a completely new level. It's the environment from a game idea I've had knocking around for a looooooooooooooooong time. The premise of the game is that a zombie outbreak occurs, and shit goes downhill from there. Typical zombie story. But this is for an RPG. There have been RPG's which have incorporated zombies as part of them, but as far as I am aware, there are none which are solely based on a zombie outbreak, and nothing else.

The Area of the game I'll be creating is the strong hold area. It's an area of the city which has been deserted, destroyed, and then repopulated and secured, with some buildings be used how they were meant, and others being repurposed. I would like to have the whole city on show, with the surrounding wooded areas, and smaller villages past that, but for my final project, I'll be focusing on just the stronghold area. I've done a little bit of prototyping work already, which may or may not make it into the full level, just to get me back into the level design process, and to work on my architectural skills. I can map pretty well, but mapping theory changes depending on the type of level. Luckily my mappin skills mostly focus on open ended levels, which are ideal for roleplaying in. So this city should fit my skills, and allow me to show them off.

I've already put together a character concept, and I've been working on my level plan in Illustrator. My Level Plan will be printed out as a series of A3 prints, with a print for each height level of the map.I will possibly have another series of A4 prints with the plan of the interiors of each individual building, or at least the main housing block.

Saturday, April 19, 2008

DOUBLE POST??!!!!111!!@@!!

During the Week I started working on a Mod for the Source Engine. Deus Ex: Source. I'm thinking of releasing it episodically. It's very early on obviously. Not much work needs to be done in terms of level planning, since it's all there, same for artwork. Basically, it's a big face lift. Deus Ex is 10 years old now, but it still holds up pretty well. I've started out mapping the Pier you start on, and I'm working my way through the level. I've not gone into detail texturing yet, I'm just orange mapping it with dev textures so I can work on getting the layout and game play done before I go into detail.

Apart from the basic level design, I'm putting in a few little extras, nothing game changing, just little areas here and there. Really open up the world. Something I noticed in Deus Ex is that theres alot of trickery going on. for instance, the level with the Bar in it, the outside of the Bar is smaller than the Inside, but it's really well masked, so unless like me, you're looking for things like this, you wouldn't notice it. Same thing with the SuperTanker. The Source engine is less limited for size, so I can really go into detail, and make everything the size it should be.

The place I fall down with this is Coding, Textures, and Modeling. I can model basic stuff, but I can't UV map it, I can't model organic stuff like characters either. I can make basic textures, but nothing too professional looking. As far as coding goes, I kind of understand the theory behind it, but I cant actually program anything. I need an Inventory System. Also, since Deus Ex was an RPG as well as an FPS, I also need a leveling and experience system. Plus, if I'm thinking of releasing episodically, I need a way of it keep the stats between chapters.

I'm sure I can find someone, so for now, how some screenshots.