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Open-World Game Testing: Things to Consider

iXie gaming

Testing an open-world game can be complex and demanding due to the vast and interconnected nature of the game world. If your internal team can’t handle open-world game testing, seeking professional game QA services is highly recommended. But what is an open-world game? Boundaries and collision.

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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

But without any meaningful code access to upgrade terrain engines or lighting systems, that mostly means spamming set dressing and clutter everywhere. Compare this to the variety of mobs in Doom and Quake maps, with terrain designed first and foremost for the NPCs. It's more paranoid than a Ubisoft game. Money sink.

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GenoTerra - The finished prototype.

Mnenad

I used GenoTerra to research and reflect about the design process using procedural generation in the creation of base shapes that the designer/s in a studio can use to create a more coherent game world. “Open World Games" have the potential for countless hours of exploration and fun through their huge game worlds.

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Months Late Game Review, Part 2. Zelda: Tears of the Kingdom. Some Bad Things.

The Bottom Feeder

If you want to have an enormous open world, some copy-pasting will be necessary, even for games with huge budgets. For example, you can make the same goblin (well, moblin) fort play entirely differently by placing it in ways that interact with the terrain around it. What I Would Do To Fix It You can't fix it. To be fair.

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Far Cry 6 – How Ubisoft Put Effort into Putting No Effort In At All

Game Errors

Here is another open world, but if you take a walk around, you see that everywhere is new, different, and above all interesting. You may think they are good for getting over rough terrain, but steering your horse is a slow and arduous process that makes traveling over rough terrain more difficult.

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On Backtracking in Roguelikes

Grid Sage Games

Here we’re primarily talking about the player revisiting earlier floors on their journey, rather than backtracking within a single map (though I’ll cover that topic a bit separately at the end), and our discussion focuses on roguelikes of the dungeon delving variety, since open world games generally allow backtracking by default.

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Unity Environment Design Tutorial: How I Built This World in 24 Hours

SOVEREIGN MOON

hours of gameplay and therefore my goal is to create an open world where my character can explore 6 different micro-environments each taking about 15 minutes to complete and each with their own set of obstacles, characters and stories. But in my world I expect to have a lot of rough edges. I want a game with roughly 1.5

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