Original Post
Hey creative ones,
Sorry for the somewhat vague question, but... I'd like to ask some things about designing maps for a horror/puzzle/exploration game. So far the focus in our little team has always been on programming an engine that creates "good looking" results, and doing 3D work to show it. But at some point, we'll have to start making actual game-content. In the first place, that would mean making compelling environment the players walks through. The magical trick is to make maps that suit the game. If your stealth & sniping game does not have sneaky routes and hiding spots, it will suck. If your bar-fight game has no pool tables and glass windows to throw your opponents through, it will suck. And in our case, we'll need maps that:
- Have a certain overall athmosphere (dark, claustrofobic, or building up to a climax)
- Are suitable for puzzles and exploration. At the start, there are a lot of area's you can't access yet, as it requires item or event X to happen first.
- With the lack of action, the environment needs to challenge you. You want to explore it, though it scares you as well
- Support the interaction with monsters (wether that is combat or running/hiding)
- ...
No matter how good the graphics are, if the maps don't follow these rules, the game will either be too simple, boring, inconsistent, not challenging, or not scary at all. Those who played Zelda, Metroid or (the older) Resident Evil games know what I mean. The design is really well done. So now I wonder what kind of rules and skills it requires. I know how to design a single room, eventually with the help of concept-artists who draw it. But the difficulty is to design a whole bunch of maps - a complete game "section"/"area" - that fits together like a puzzle.
I think it's best to invite an experienced person to our team whenever we do another reqruitment round. But first, I'd like to know how this skill/function is called in the first place. And maybe you guys have some interesting reads or tips about the subject?
Cheers,
Rick
Sorry for the somewhat vague question, but... I'd like to ask some things about designing maps for a horror/puzzle/exploration game. So far the focus in our little team has always been on programming an engine that creates "good looking" results, and doing 3D work to show it. But at some point, we'll have to start making actual game-content. In the first place, that would mean making compelling environment the players walks through. The magical trick is to make maps that suit the game. If your stealth & sniping game does not have sneaky routes and hiding spots, it will suck. If your bar-fight game has no pool tables and glass windows to throw your opponents through, it will suck. And in our case, we'll need maps that:
- Have a certain overall athmosphere (dark, claustrofobic, or building up to a climax)
- Are suitable for puzzles and exploration. At the start, there are a lot of area's you can't access yet, as it requires item or event X to happen first.
- With the lack of action, the environment needs to challenge you. You want to explore it, though it scares you as well
- Support the interaction with monsters (wether that is combat or running/hiding)
- ...
No matter how good the graphics are, if the maps don't follow these rules, the game will either be too simple, boring, inconsistent, not challenging, or not scary at all. Those who played Zelda, Metroid or (the older) Resident Evil games know what I mean. The design is really well done. So now I wonder what kind of rules and skills it requires. I know how to design a single room, eventually with the help of concept-artists who draw it. But the difficulty is to design a whole bunch of maps - a complete game "section"/"area" - that fits together like a puzzle.
I think it's best to invite an experienced person to our team whenever we do another reqruitment round. But first, I'd like to know how this skill/function is called in the first place. And maybe you guys have some interesting reads or tips about the subject?
Cheers,
Rick