Sign in to follow this  

Designing game worlds...

This topic is 4245 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

How do I go about this? I've been thinking about this and people have mentioned that I need to get one done soon. It's in my Design Document as a step I need to complete but I'm lost as to how I am supposed to create one myself. What is the 'World Layout' and how do I go about writing it so that it makes sense? Where do I even begin? If I can just get a kick start, I know I can knock it out and get everything else that deals with it out. If anyone/thing can give me some pointers on how to do this, thanks. If not, thanks. If I forgot to mention anything or you need more information on what I'm talking about, just say it and I'll try to get back to you ASAP.

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
Quote:
Original post by kidd175
How do I go about this? I've been thinking about this and people have mentioned that I need to get one done soon. It's in my Design Document as a step I need to complete but I'm lost as to how I am supposed to create one myself. What is the 'World Layout' and how do I go about writing it so that it makes sense? Where do I even begin? If I can just get a kick start, I know I can knock it out and get everything else that deals with it out.

If anyone/thing can give me some pointers on how to do this, thanks. If not, thanks. If I forgot to mention anything or you need more information on what I'm talking about, just say it and I'll try to get back to you ASAP.




Link to the spec where this 'Design Document' is defined and which mentions 'World Layout' ???????

Are there other designs published that you could use as an example ????

Share this post


Link to post
Share on other sites
hi,

the best way to go about designing your game world is to draw it, as if its a map. you can achieve this (depending on the worlds size) on on A4 paper, then once completed you think of all the details that you would like to go in places in your world, rivers, caves, mines (depending on the game)

After this stage you should start to do overview plans of settlements, or inportant features. The if possible get a concept artist or yourself to draw these features out in an artistic form.

Its a big task to complete mind you. Ive done this, designed the world, features and one city overview, this took me 2 weeks to get it how i wanted it.

Glad to help

Share this post


Link to post
Share on other sites
Thanks a ton for the replies and help. A4 is graph paper so I would need to come up with some sort of scale that would make the world large but not overwhelming. I see... I think I understand what this is now. Then I go into the DD and detail out everything? What would I include in there that isn't in the objects appendix? How the buildings are constructed/destructible? What about how the PC interact with the world? I think I'm getting the hang of this but I would like a bit more clarification.

Share this post


Link to post
Share on other sites
I can recommend you this book, it appealed to me very much:

Designing Virtual Worlds

http://www.amazon.com/gp/product/0131018167/102-0133552-3712933?v=glance&n=283155

Share this post


Link to post
Share on other sites
The theme is Half-Life-ish. That's the best way I can think of it... I've written out some of the worlds and descriptions about them. I've talked to some of the team members to get input and anything else they would like to see in the game. I have the A4 paper and I have begun drawing the maps. I'll try to upload them for you all to see sometime in the next few weeks...

Share this post


Link to post
Share on other sites
The game has no moral, message...point. Does any FPS related game have a moral? If I had to give one...it would be..."Don't count him out until the end." Or something along those lines...I don't see a "theme/moral/message" helping me with designing the worlds that much, to be perfectly honest...

Got anything else that would help? :/

Share this post


Link to post
Share on other sites
Certainly there are FPS games with morals. [rolleyes] You mention Half-Life - the whole reason for Half-Life's popularity is its immersive storyline. They didn't make the protagonist an average joe, portray the military as willing to murder civillians to keep secrets, and give the all-powerful combine the bodies of fat borg-like slugs for nothing; the whole game has a theme of how the little guys work (genes, technology) gets stolen by big greedy lazy organizations until the average joe figures out what's going on and heroically fights back. An obvious anti-corporate, and to some extent anti-pursuit-of-technological-progress moral.

So no, if your game has no moral I can't help you. A story with no moral isn't a story, and worldbuilding without a story is totally arbitrary and pointless.

Share this post


Link to post
Share on other sites
and possibly: what is happening right now, and how did it come to be possible for it to happen? Where does this lead to? Sometimes (and here, i'm preaching for my own approach) using a CHRONOLIGICAL, or even to some extent a LOGICAL evolutionary approach to story building will just help and make it easier to follow for you.

Remember: the most relevant question to ask in your context is "Why?" Next in line comes "So what?"

Share this post


Link to post
Share on other sites
TBPH...Never played HL..:p (Is that wrong?) Ok...Now that you clarified by what you mean by "moral" and some other things that pertain to how the story is going to develop, I have a better answer...I don't know. :P...Read below...

Sunandshadow- I don't plan on having this game that deep. I can't think of something that deals with the 3rd invasion of Earth that would immerse the player deeply into the game. I have another game in mind that I'm sure I can write out that could possibly handle something along those lines. I gave a one line moral in my latest reply but I don't know if you missed it..."Don't count him out until the end." I think I can build something around that...I'd have to change the plot around a bit but...it can be done. I have a story, I'm just having trouble putting it on "virtual paper" and that is stifling the creative process I guess...I might just write it out on paper and then tranfer it over...I feel more comfortable doing it that way.

Imagin-The time period is distant future, around 2483. I want the world, in some places, to look destroyed but still technologically advanced. Picture "Final Fantasy: Spirits Within" (the city that looked golden) and "Half-Life" (the first 'level')...mix their two worlds...something around those lines. I want the world to be dynamic. Your choice of tactics might affect your progression. The jungle levels should look like the Brazilian rainforests. Shangri-La should look mystic and peaceful, though destroyed by war. I have images in my eyes but I can't get them out onto paper...

Fournicolas - Nothing really is happening right now that will trigger the ensuing invasions. The closest thing would be the Mars probes and the Saturn/Jupiter (can't remember which one we're looking at) missions, but other than that...fate happens to us. Then after the first invasion in 2048, we move some people to the moon but nothing major. That doesn't affect anything. The second invasion is a hundred or so years later.

*****NOTE*****The things I am telling here are only in the game for references. There will be nothing about the last two invasions that will play out into this one. They could however, depending on demand and success, be expansions.*****/NOTE*****


The time is 2463 AD. The human population is thriving at only 80% of what it was at the beginning of the new millinium. In the year 2047 AD, an alien invasion nearly wiped out all of what mankind had accomplished. By using advancements in radiowaves and laser technology, they managed to overcome near extinction and prevailed over the invading threat. In 2183 AD, another alien race tried to invade, this time for the "resources" we had. Humans were at about 50% of what it was before the first invasion. Once again, scientific advancements helped the humans win this invasion also, thanks to cloning. After the war was won, all of the clones were destroyed and mankind once again began to repopulate and create. Today, humans are at 80%. The technology we had used for the previous wars were long abandoned. We have developed better and more efficient technology. The Elite society live among the clouds while the Poor society live on the ground still.....

Just a _very_ _very_ sketchy detail of the game. I think I abandoned this thought a long time ago...not sure...

Share this post


Link to post
Share on other sites
I enjoy FPs all the more when there is a simili-story explaining the changes of backgrounds for the chain-killing, and a reason for my missions other than "there is a bunch of things to kill over there. Go." Sometimes, it can be as simple as "You arrived too late at your previous extraction point. Now, you have to run to make it to next point, before your unit considers you definitely lost. Better not let those pesky aliens delay you any further." Or maybe have a chain of events, explaining what you're doing, a little like the House of the Dead series, or even in some way, the Time Crisis series. Even Far Cry managed to give a feel of story unfolding. I'm sure you can do that too...

Share this post


Link to post
Share on other sites
Fournicolas- Ok. I was reading something different from your post. There are some things in the storyline that has this...effect in it but it is not that detailed out. And, this is definately not one of the "GO! Shoot them and then go through 3434543 levels and shoot their friends!" There are some instances where that will happen but it is far in between. It's kind of like Killzone in the way the enemy is spread out but they (hopefully) will be a lot smarter than that. **Back on Topic** Here is a sample of a story that will be in the Shangri-La level...

**Strata and Fier, after dealing with the Lyracs in Concodia, here a call coming in on a dead soldiers unit. "Hello! May Day! Is anyone here alive? We have a level 6 invasion in Saia! We need reinforcements now! We can't hold for much longer!" *Sound of lasers and gunfire. Screams.* **

Saia is the home for some of the most influential minds of the world. They helped and the people like them who came before, helped rebuild the Earth after every war and managed to create laws that have kept the world in harmony for so many years. If they are not extracted, then the world will not be the same if we win...

Or something along those lines. So, yeah there will be simili-story there. Just not in abundance but it does help. The way you save certain areas affect the way the world is rebuilt afterwards.

Share this post


Link to post
Share on other sites
Don't worry about the confirmation email. You're registered I'm sure. I'll have to look into it because we have been having a spot of trouble with it so far and we're trying to get everything working correctly.

Share this post


Link to post
Share on other sites
http://tortustudios.com/wiki

I'll update that soon with some information. I'm still looking for more advice on how to bst go about designing my worlds. I've thought and put some of the ideas given to me onto paper and I'm working on the maps right now. I had a spot of trouble doing one of the maps..It looked horrible.

Share this post


Link to post
Share on other sites

This topic is 4245 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this