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Hm, that is certainly true. As a programmer I can somehow recognize time & efforts. The mechanical act of actually building the level might be somewhat efficient, at least as long as you are a trained professional in that (or similar) field, have good tools at hand and knowing them well.
But before even writing a single line, you have to think about exactly how your programming core is going to work, which details are important, which properties you can leave open for later adjustment, and where to leave room for extensions. You need a certain supply of experience on that, past projects which needed a proper redesign because of bad design decisions. Projects which went gold for addressing these things early on....
I could easily guess with level design there is something similar to it. You would need a certain supply of aesthetic appealing ideas, especially in an more abstract gaming scenario like Talon. Before modelling any first room, you would certainly have a rough concept of all your missions (at least the crucial first ones and maybe the last one) which somehow have to fit into a storyline. You need to spend much time on iconic structures which should be remembered by the players, even if they won't be seen that long in the game.
As a professional, you can address all these things quite efficient. You would have certain strategies to deal with singular problems, but in the end it's all about creativity and craftmanship.
Can Scott draw from creativity pool equally easily like he can as from his programming skills that easily ? Personally I would know I couldn't
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Yep, all those things need to be done before the level design process even starts.
Other things (like voiceover recording, modelling assets for later levels, writing music, etc) can be done while the level design is underway but they still need to be finished before the level design can be.
If/when a singleplayer story does get developed, Scott wouldn't be working on it all by himself either. There's more than enough talent on this forum already to make a dev team.
Last edited by Splotchie (2014-03-05 23:21:02)
We live in a universe... it's distracting
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beware of ounce
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Back to the topic, the forum has a crapload more activity than the game does right now. Since nobody seems able to find anybody else by looking in the server browser at random times, let's see if we can actually schedule some times to play.
I'll set up a thread in the multiplayer section for this.
We live in a universe... it's distracting
=========================================================
beware of ounce
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