9/4/2023 0 Comments Prodeus gifMany textures are built with “hotspot” technology.You can recolour textures on the fly to any colour of your choice.Here’s a couple of notable features I’m particularly fond of: As a mapper, some of the features are an absolute god-send. The editor is ever-evolving during development, and is becoming more feature complete with each iteration. While to some that might sound odd, it’s very intuitive, and you know that what you see is what you get. One notable aspect is that you build the game in a 3D view only, no top / side views. From each face you can then do many things, be it grab one of the sides and start a new face from it, add vertices to distort the shape of the surface, extrude a series of faces outwards or inwards from it, etc. You control the size and shape of every individual face, or if you prefer, surface. This face-based technique is almost somewhere in the middle. People who have mapped for a few other games may have had ‘sector based / grid based’ mapping tools (akin to how you map for Doom or Wolfenstein), and others may think of ‘brush based ‘ mapping which is what many 3D game engines use, where you make the map out of a series of cuboids. Let me tell you, this editor is nice! The editor we are using will be the same one distributed within the game itself, so when you get your hands on a copy of the game, you too can have some fun making maps for the game! This is a question I’ve been asked a few times since the news has spread that I’m on the Prodeus development team. “So Dragonfly, What Is The Level Editor Like?” Needless to say, I quickly fell in love with it! The game has a very good ‘feeling’ to it, providing the same kind of action I enjoy most in first person shooters, but with it’s own unique identity and style.Īfter the testing session, I accepted the opportunity, but with the caveat that I will not start until I was done with the development of Eviternity, slated for release on December 10th. Jason pinged me a private test build of Prodeus, which featured one level to play – We called each other and I shared my screen and narrated my experience of playing it, almost as if it was a 1 to 1 twitch stream. I was already aware of Prodeus, having been following it’s development on Twitter, so having them reach out to me directly was a huge confidence boost! At the time I was fully committed to finishing Eviternity, so I responded warmly saying I’d love to do so, as long as I can finish up my project first. I've got feedback from a few people on the Prodeus discord already but it would be great to get some Mapcore feedback.In the later months of 2018, Jason Mojica reached out to me after having seen some of my Twitch streams and the maps I’d made, asking if I would consider mapping for a commercial project called Prodeus. The focus for next week will be making the finale pop. What I hadn't accounted for was a max draw distance (including the faces which draw the sky), after adding in a bunch of far off cliffs and huge sky I had to re-make everything more compact and redo the geometry for the sky to be an octagon rather than a square to ensure no playable area was greater than the max draw distance to any part of it. Coming from a hl2 background not worrying about vvis seemed liberating. When I started Turbulence I wanted to try making a super open level as I'd heard Prodeus largely renders all the geometry all the time so optimisation comes from aspects like total face count, dynamic lighting and the number of nearby particles. Removing several soft locks (checkpoints not resetting level state has required a lot of mover re-scripting on player re-spawn)įixing a number of other bugs that came back from testingĪdding geometry in the distance has been an interesting experience. Polishing particles and scripting on all 4 plane interactions Optimising a lot of geometry and then optimising it again, I'm approaching the recommended 15k max so every face is precious
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