
Crafting a whole new world isn’t so much a giant problem. It’s just lots of little things to think about and priorities that have to share the same digital space.
We’re heads down in production here at Critical Charm. And that means crafting a whole new world, we are creating a fantasy epic here and that’s just par for the course. A Giant Problem does pose some unique challenges when it comes to designing the world, not in terms of lore, but rather the physical (well digital) representation of it.
No, this isn’t the scope post we’ve promised. But we do touch on that a bit. To craft this world we need to consider the following: mission design, narrative design, usability, reusability, and aesthetics.
Mission Design
A Giant Problem is a combination of action and tower defense. That creates some unique challenges when it comes to mission design. Namely, how do you keep players from becoming bored by just having them stand around all the time and defending a single spot. Or conversely, how do you add in tower defense elements when the player’s on the move.
The level design has a lot to do with that. How the space is structured will help determine what’s possible, when it’s possible, and obviously where it’s possible.
We could have designed a world similar to that in Angry Birds VR, where it’s just the encounter put in front of the player that changes. That doesn’t work for this type of game though. It’s great for a puzzle game like Angry Birds, but when the challenge is as much about the environment as it is what enemies you’re facing then the maps need to be more varied.
Narrative Design
Repetition gets boring. It also makes for poor storytelling. That’s why change is important. In this case it means making sure the player isn’t experiencing the same space all the time. It also affects the mission design, as repeating similar mission structures too often can result in the same issues. This is really important for campaigns, less so for arcade style modes where the point is to face increasing challenges.
But A Giant Problem is going to have a campaign. Part of a campaign is making the world feel real. Not in the gritty and grim Game of Thrones manner. Instead we want it to be a place that a player can learn and move about in, without it being the massive open world maps of Ubisoft. And that means designing maps with all of that in mind.
Usability
Which brings us to usability - how well does the map serve our purposes as developers, but also how well does it play for players. This means taking into account additional things like sight-lines, distances, scale constraints, movement issues, and even processing power.
[previewyoutube][/previewyoutube]
This is why we graybox. Which if missed
you can see Greg working on one such level for Blocktober, over on
our YouTube channel. Grayboxing lets us test for all of these issues and more, while being able to quickly change the map to solve these problems. It just doesn’t make for very good screenshots.
Reusability
We’re a small team. That means we can only do so much. So if we can make our creations do more for us and players, all the better. In this case, it means maps that can be used for more than a single mission type or game mode. It’s why we’re going with this semi-open world structure, similar to games like
Dragon Age: Inquisition.
There will be different maps, each with their own environ, effects and of course layouts. But each will be designed for use in both the campaign and other game modes we have in the works. And different areas of the maps will support different mission designs.
Aesthetics
This is VR and it better damn well look good. That doesn’t mean we’re going for hyperrealism. Rather we have a solid low-poly cartoon-inspired art style our Art Director Minna has created. And that’s got to be reflected in the world as much as it is in the characters. This in turn reflects upon the narrative design and the usability. It’s also a matter of for reusability, because if our maps are too costly in terms of time it means we’d have to make fewer.
Ultimately, we’re going to be judged first on how the game looks so it’s vital we nail the aesthetics before a person even plays the game. The aesthetics also reinforce the gameplay. Just look at the differences between the early builds and the later ones when we’ve added particle effects.
Where To Begin
So with all that in mind, how do we go about constructing a new map?
Just like we did when we were kids - with pens and pencils and big pieces of paper!
But you can begin by
wishlisting A Giant Problem right now on Steam!