Remove Playtesting Remove Puzzle Remove Scripting
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new Quake map: "Heart Like A Bird's Nest"

Radiator Blog

After I got the arenas feeling OK, I woke up the next morning realizing I was falling into a design pattern that I get (softly) criticized for -- I tend to do a lot of "slaughter" style fights with big static mobs and little scripted progression. Then I thought, OK, maybe that crit is more about the lack of variety in the level.

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new Quake map: Tell Me It's Raining

Radiator Blog

scripting the wave logic was very painful Quake mapping culture generally looks down on wave-based survival arena maps -- dropping a bunch of monsters in a room is thought to be lazy encounter design, and most of the surviving Quake audience today strongly prefers to explore large sprawling maps with hand-tuned encounters.

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Level Design: Crafting Engaging Environments for Your Game

Logic Simplified

Even so, different types of video game-level designs, such as shooter-level design, platformer-level design, puzzle-level design, multiplayer-level design, etc. Scripting Level designers use scripting tools to program certain game behaviors and rules in a level. require a unique approach.

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Friday Questions #3

Grumpy Gamer

LostTrainDude: Where do you think improvement and evolution lie in the future of adventure games, considering their heavily-scripted nature? Lancelot's Hangover: After beta testing, what do you do if you realize a series of puzzles doesn't work. Do you cut off the whole series of the puzzles (meaning wasting time/art/effort)?

Puzzle 130
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Friday Questions #3

Grumpy Gamer

LostTrainDude: Where do you think improvement and evolution lie in the future of adventure games, considering their heavily-scripted nature? Lancelot’s Hangover: After beta testing, what do you do if you realize a series of puzzles doesn’t work. Is it in technology or in better design?

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