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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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new Quake map: "Taught By Thirst" for Remix Jam

Radiator Blog

The technical aspects of wrangling the entity scripting also would've consumed a lot of time that I just didn't have. Thanks to playtesters JoyModulo and Spootnik for playtesting and feedback, and thanks to Fairweather for organizing and additional QA. You can download this map and 29 other amazing remix maps (Rainbow Road!

Fighting 234
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Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

But the process doesn’t end there, and usually I keep discovering things that make me go back and forth and iterate, playtest, iterate, refine, playtest, iterate… I definitely recommend getting feedback from external playtesters at each step.” “I

Dev 160
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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.

Co-op 130
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Level Design: Crafting Engaging Environments for Your Game

Logic Simplified

Scripting Level designers use scripting tools to program certain game behaviors and rules in a level. Objectives, triggers, gates, and game objects are the most common visual scripting examples that allow video game developers to create dynamic interactions between the player, NPCs, and the environment.

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When it comes to copy writing (for press and pitches) forget the fluff and start to BLUF

PreMortem.Games

Or if you’re writing a store page or a video script, people click away in seconds. ” does not give them same context as “In playtests we found that a turn-based paradigm fits the prototype best, which answers questions raised about the prototype’s gameplay last week.”

Writing 104
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Double Fine PsychOdyssey recaps / viewing guide, episodes 01-17

Radiator Blog

Tim Schafer also has to refresh his writing workflow; should the blockout dictate the script, or the other way around, or how do you manage that back-and-forth? Then at a design process presentation, Anna warns the current workflow may sideline narrative design and scripting, and level design lead Ryan says no it's not (period).

Art 147