Showing posts with label map. Show all posts
Showing posts with label map. Show all posts

Sunday, March 4, 2012

Milestones and Correcting Workflow

Hey Everyone,
This week you're going to see quite a bit of construction and testing happening in the weeks ahead. Most of this is due to the core route and gameplay features being tested and rapidly built. 

There's a strong possibility we may have a working dev version of the first map now that we've decided to split the level into two maps. It will not only help performance with rendering the entire level (which just reached another milestone - yay!), but also for balancing and pacing the gameplay flow. 

Milestone Number 2 ~ !
 Maybe it's better to keep working as we are. I've been also thinking that progress in terms of sheer level building speed has been declining at an increasing rate (forming a log graph - hehe). It could be due to the major presence of schooling and assignments plus work for some of our team, though that might not always be the cause. A strong cause of the delays and development procrastination has been motivation, or lack thereof. 


A few weeks ago, when Schmooze released the teaser trailer, it was extremely well received by all of our fans on Facebook. Their reactions and positive feedback gave us a enormous boost in confidence over many aspects. Our entire team was in great spirits for those weeks up until now, where times and development (unfortunately) has reversed roles. Time is speeding by us and leaving development in its dust, much like our intro sequence ~ hint hint.

Needless to say, we're aiming to carry on through these pressing times, and bring this project to the level of detail, playability and enjoyment that it deserves. Our community expects nothing less than that, and it's up to us to deliver what we are capable of.


On that note, stay tuned for more updates here and on the page at Facebook:
www.facebook.com/blitzdesign

Atamarashi (Lead Level Modeller at Blitz Design)

Sunday, February 19, 2012

Livestreaming.

Hey Everyone,
I think it's time we considered taking a bit of time out from our busy schedules to inform you about something quite intriguing in getting further insight into our level design process. That is, 'Livestreaming'.

Now, if you've been around the Internet long enough, you'll know that real-time video where the creator of the video can actually interact with their fans and those that are interested, can supersede those videos we upload, as well as the pictures/text posts we can offer in terms of communication.

Updating all of our fans and followers on our Facebook page as well as on this blog can prove to be an exciting and varied process, so that means we can add that to our enjoyment of designing/testing/developing the project. In addition, our Livestreams would allow fans to directly interact with us as the developers and fellow gamers, as we continue the development process to its deadline (it's getting closer - 9 weeks away!).


We will be streaming alternately throughout the weeks, separately from the normal updates, with mostly our development work and the odd gaming session between our team, on Battlefield, Left 4 Dead, the current Mass Effect 3 Demo and more...

That's all for this post,

Atamarashi (Lead Level Modeller at 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)