![]() Foge (for new survivors, that’s Richard Foge, the Design Director here at the Lab) says that the intent is for us to be able to take all of our people, and everything in our supply lockers and rucks. Speaking of specifics, I KNOW you all are going to ask “but what can we take with us between maps?” About half of you skipped the previous paragraph just to see if I was going to tell you. Oh, and one more detail – the multiple map set up makes it easy to expand the world down the line, if you know what I mean. And see above about strategies and missions. You know how on one map (even one three times the size as the original game’s) the longer you play, the more you start feeling deju vu with every mission? That’s less of an issue with separate maps. And perhaps counter-intuitively, it makes the world feel even bigger. It really feels like you’re moving from one small town to another, and creates a tremendous sense of immersion. Why’d we do it that way? Well, primarily, because it makes the game more fun. You should expect to see slightly different environments, definitely different landmarks and locations, different layouts lending themselves to different strategies, unique home sites, and even different mission types. We’re finally far enough along that I can safely tell you: We are launching with THREE maps. Hey, all, I’ve seen a lot of chatter about what everyone is hoping to see with a map. Lastly, Community Director Sanya Weathers shared the news that State of Decay 2 will ship with three separate maps, each one about the size of the map in its predecessor. Rather than using a scripting language to describe what happens when a player takes a specific action or reaches a certain point (usually called a "tripwire"), we instead create a data model for the world and feed it to the simulation engine to determine what happens, which makes the world feel more responsive to your decisions and actions. ![]() ![]() So we solved these issues by designing a true simulation engine and a simulation language we call "FateEngine" and "FateSpec." We wanted to make a game that would allow players to tell their own stories, rather than merely experience stories we were telling them. When we started working on "State of Decay" we spent a lot of time thinking about how to make a game that did not rely on thousands of hand-coded scripts to generate content, both because that kind of content gets burned through quickly, but also because it limits the experiences players can have to only what the developers explicitly envisioned. ![]()
0 Comments
Leave a Reply. |