Wednesday, January 18, 2012

Week 2 (Technical Stuff): Optimising a set of open corridors...

Hey Everyone,
 
For awhile now, I'd thought we've had a basic idea of optimisation for the map. As it turns out, having a ridiculous amount of portals with a few 'clumping' in with each other in some parts doesn't seem to be exactly ideal for the Source Engine. Although, since our computers definitely exceed the recommended system requirements for Left 4 Dead, plus having the Z Far Plane Clipping feature enabled in the main env_fogcontroller, there doesn't appear to be a frame rate problem from this. 

The problem though, is that visibility gets harder and harder to optimise in an increasingly outdoor, open environment. We may check and research all the visibility tutorials that we can throughout the internet, though there's cases in our map that exist beyond all of our comprehension. In fact, I almost tied an entire building (basic world brushes and all) to a func_detail entity just to get rid of some horridly formed portals. 

On the other hand, the interiors of all the normal (read: non-angled) rooms appear to be fantastic to optimise. Although we may have a mix of accuracy and believability in our measurements, they seem well within reason for players in L4D to explore without hope of suddenly dropping in frame rate around a corridor corner. 

Interestingly, we've begun construction on the other vital aspects of the map, that is: gameplay structure. 

From the Project Brief posted on the blog, we mentioned a branched path structure that will add to the re-playability and longevity of this map. While the main tests/prototypes and sketches have been completed, it remains to be polished and refined until we can implement it into the map once the geometry is fully complete. 

As it stands now, there's still about 5 sections to go before we can consider the geometry (just the buildings and therefore, location) to be done.

That just wraps it up for this post, I hope everyone isn't too disappointed that we didn't get that Week 2 Update post ready by Monday, it's being finished and edited by another team member from the last time I checked.

Anyway, stay tuned for more updates!

Atamarashi (Team Member at Blitz Design).

Sunday, January 8, 2012

Brief on the L4D Project so far - Plus Mini Update

Hi Everyone, 


I'm sure you've all heard about this project of ours that's underway, the Left 4 Dead one that is. Now, we've been working on this for a bit longer than expected, mostly due to some delays.

Besides those setbacks, the project will be going ahead regardless.


But firstly, this is a custom Left 4 Dead map, which will be still packaged as a .vpk, and with a custom poster, however containing only one level (or two if there's too much to fit in with the restraints of maximum detail in each level), which is to be set in a suburban outcropping with a nearby school housing the final parts of the map. 


An early view of the school part of the map.
  There will be points at which the players will be forced to make a decision (ie. "Branch event"), with a set of two possible outcomes that are possible with each situation. As a result, for which ever choice that the players make, an appropriate challenge and reward will be offered to the players in order to progress.

This gameplay structure alone can offer various means of freedom for each playthrough for the players, with a complementary navigation mesh that covers all possible outcomes. By adding to the depth of exploration, this structure lets the players in on what it might mean to actually be a 'survivor' and the decisions made or ignored in a post-apocalyptic scenario.

While it might seem like quite ambitious for Left 4 Dead's linear film-style progression, our team believes that we can make our 'decision-based' structure work within Left 4 Dead whilst maintaining the atmospheric feel and themes of the game. The actual technical background of our efforts to get this structure working won't be revealed until our project is nigh-complete, of course.

Although, if we may interest you in hearing that unlike most 'survival' type maps for Left 4 Dead, our map and the adjustable narrative amidst the dystopian location have been simultaneously developed with immersion and appropriate themes, motifs and other literary elements in mind to engage the players. What will result of this narrative might not be totally evident to the players as they delve further into their dynamic experience, though it will be notable nonetheless.

Recent Progress
    In a brief picture timeline in a rough chronological order, we'll take a look at the evolution of the map so far, ending this post with our most recent work:

     Blocking Process and Testing out the concept.













     



    The built environment begins to take shape with some details.

















    Expansion of the school portion of the map.


















    Designing the windows, walls, doors, and general exterior of 'Hall Rooms'.













    Finishing off the main exterior of the 'Hall Rooms'.














    The first of many custom graffiti (subject to alteration of course).













    Finally, our most recent progress with stairs and exterior construction of the 'Hall Rooms' is complete. There's more to come with the interiors and lighting tweaks, so this might not look the same with the first playable version of the map.











    So that's all we've got time for at the moment,

    Hope to see you later on next week for another update,

    Jon aka "Atamarashi" (Team Member of Blitz Design)

    Saturday, January 7, 2012

    Welcome to Blitz Design!

    Welcome to the development blog of Blitz Design.

    We are excited to be keeping you up to date with our projects, especially our recent work-in-progress:


    Exterior shot of Rooms outside Hall (WIP)

    "Survival of the Music" - Left 4 Dead 1 Custom Map

     Certainly, there is still much to be done before we have a playable alpha version of the map, although there is no doubt that our team is working hard whilst juggling their personal and academic lives with this project. It's not a lengthy, drawn out campaign by any description as that will often result in an extensive development timeframe and lack of detail/gameplay innovation at some point. 
    What we're aiming for in this project is to give players a succinct, immersive and exciting experience that stays true to our vision and Left 4 Dead's atmospheric charm. 


    Over the a course of weekly updates until the conclusion of this project (we will provide reasonable bug fixing and testing so everyone can enjoy our creation as we intended), our progress will be available to all interested members of the public. 


    Please give us support and helpful constructive opinions on this blog or even at our Facebook page.

    Blitz Design page at Facebook


    That's all for now, see ya,
    Atamarashi (Team Member of Blitz Design)