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Perpetuum News - Behind the Curtain

Posted by Suzie Ford on Jan 31, 2011  | 1 comments in our forums

Perpetuum's Gargaj wants fans to pay attention to that man behind the curtain if the latest official blog post is to believed, Gargaj gives players a look at some behind the scenes on how the team turns great ideas into actual in-game content. This particular post details the in-game map. It's an great look at the innovations that devs bring to the game.

What is the task at hand, what are the conditions we can work under?

  • We need to have a map in the game where players can see the main navigation points. The goal is the map to look as good as possible within the given circumstances, since players will be staring at it for prolonged periods, and we don't want them to stuff their own eyes into the recycling facility 5 minutes into the first transport mission.
  • We do not have expendable artists who can spend time on painting maps manually, but more importantly, unlike other games, the map here needs to be as accurate as possible, for strategic reasons.
  • The terrain is a height-map - we can safely assume the client has access to this data, but this data has the possibility to change fairly often. (Think terraforming, either by players or by level design.)
  • Not really a mission-statement as such, but resolution-independence is a plus.

Read more here.

Thanks, Cosy, for the tip!

Read more Exclusive News...

 
 
 
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