Pangaea is used as a code name, as we were essentially merging all of our stages into one larger map to create an open world. Thus, we shifted away from the more limiting and (ironically) more complex version of a stage-to-stage progression, and started on a “Pangaea Shift”. Over the course of development, we found that, as we continued to build the technology needed for these smaller open-biomes, that we could actually leverage the tools to make the original vision a reality. We had a large, open biomes, but they were segmented in a stage-by-stage format to make it more feasible for us to build. So, we created an adjacent version, something that captured parts of this design ideal. With that in mind, we made decisions in the early days of our game to try for a more reasonable approach of this idea as we built our systems, since it seemed insurmountable. Years ago now, when (Alx) was ideating on the design pillars of the game, the question that came to mind was “what would you do in an open world you’d never seed again if you die?” That was all months ago often, a few months can mean a lifetime in game development. We’ve also discussed our environment art works in progress in a different Heart to Heart with Will Tate and on our blog as well. We’ve shared extensively about our tech art strategies and proc gen processes in both a recent Heart to Heart with Len White and Christian Sparks as well as on our dev blog. Creating A Multiplayer Rogue-lite With Endless Open Worlds
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |