Saturday, 21 February 2009

Portfolio preview

As I'm planning to try and get some work experience this summer, it's about time I did something about it! So I've been working on a new portfolio to showcase all my work. Here's a sneak preview:

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Sunday, 15 February 2009

Left 4 Dead: "Survival Mode" hopes

Valve recently announced that they would be releasing downloadable content for Left 4 Dead this Spring. One of the new arrivals in the update will be the much-awaited L4D support in the Source SDK, whilst another is the interesting mention of a Survival game mode, "where up to 4 players set records for the longest time surviving hordes of Zombies on over 12 maps". This got me thinking of the possible gameplay changes that could take place for this mode, so here are some of the ones I hope Valve will make (and the ones I'd like to mod in if they don't).

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Non-linear, dynamic maps
Rather than getting from A to B like in conventional L4D maps, we will only have the sole primary objective of defending ourselves. This means we are going to be spending a lot of time in a single well-fortified location as this is the best defensive strategy. To prevent this 'fort' from becoming too familiar and stale, it should gradually deteriorate as the hordes attack (blocked exits being broken through, lights diminishing, doors being smashed in, etc.), forcing the survivors to find somewhere safer. This should be based around an element of choice, with multiple escape routes from each area leading into various other 'forts' that the survivors can hold up in.
Maps should allow the players to move find their own way around a large playing field such as a city block or woodland area. Starting positions could be random to force players into decision-making and forming strategies from the very start. This ongoing changing of the maps would help keep them seem more varied and different each time they are played.

Helicopter item drops
I envisage a 'No Mercy' situation where a helicopter pilot is circling nearby but is unable to land to rescue the survivors. The crew could have a supply of items (ammo, first aid kits, pain pills) which they could drop in crates for the survivors to grab (in exposed, open areas of course). The items would become increasingly more valuable as the well-being of the survivors gradually dwindles.
For an extra layer of complexity, the crate might take a short time to open (something like diffusing the bomb in Counter-Strike) so the survivors may prefer to drag it to a safe location before doing so.

Flares
If the above helicopter system was implemented, what might determine when and where it performs a drop? A simple timer/random system might suffice which could be controlled entirely by the AI Director, and/or it could be determined by the actions of the survivors. Scavenging empty buildings might result in finding the odd flare which could be used to request supplies, perhaps by launching them from mounted flare guns at pre-determined locations (which could again be randomized by the Director to keep the survivors on their toes).

Wave count
The infected hordes could attack in large waves which could be counted and available for the players to see. This would give a sense of progress and would surely also determine the difficulty.

I may add to this list in the future. Let me know what you think!

...Especially if you work at Valve.

Thursday, 15 January 2009

Left 4 Dead, Chet Faliszek Interview

L4DMods.com have released this interview with Chet Faliszek, one of the writers behind the game (and also The Orange Box), which is heavily focused on the subtly-told story behind it and how it was developed. Watch the video interview here.

Left 4 Dead

I got Left 4 Dead for Christmas but for various reasons had been unable to really sit down and properly play it until yesterday. It's a great game and deserves all the praise it gets and I can't wait to see more from this talented team. I'm really hoping for a little bit more plot revelation in future updates and possibly some variations on the objectives. All four campaigns centre around the same 'get to the evacuation zone to be picked up' goal, but there is really so much more that can be done with the setting. Some of the developer commentary (great feature, by the way) states how players quickly get sick of the same cut scenes over and over again, but what about radio messages that we can choose to ignore if we're not interested? What about story told through actions and goals? Even just clues to more back story. How about replacing one of the 'escape this location alive' missions with a 'find a lost survivor' mission? The gameplay would be exactly the same, you could easily do it with hardly any extra dialogue, yet the objective and purpose would be different and certainly more meaningful. What makes this individual so important that four others risk their lives for him/her? How have they survived this long on their own? How did they come to be separated from everyone else? There are many, many possibilites and they don't have to be relegated to cutscenes which is what people seem to automatically assume when they hear the word 'story'.

Actually I've got so many ideas waiting to burst out. Now I just can't wait for Valve to update the Source SDK so we can start creating maps for Left 4 Dead.

Monday, 22 December 2008

What are the Odds?

It's always frustrating when a game's design and concept hits the mark with me so perfectly, yet in practice I just don't get on with it. Such was the case with Oddworld: Abe's Oddysee (1997). Abe was such a loveable character, the visual style was beautifully realised, the story and world were creative and unique, yet I suck at playing it. In fact, I suck at pretty much all stealth games, so let's just leave it at that. I'm digressing.

Oddworld: Abe's Oddysee

It's refreshing to know that, after a 3-year period of not releasing any games, Oddworld Inhabitants are still active and are in fact working on a new Oddworld title, as well as a CGI film called Citizen Siege. Details are all still very shady at this stage and it is in fact a new IP (not set in Oddworld) but it's enough to keep me going. It will be nice to watch someone else suck at being stealthy for a change.

Check out these interviews for more information:

Friday, 19 December 2008

World of Warcraft sequel: World of World of Warcraft

Warcraft sequel lets you play a character playing Warcraft.



I like The Onion. It seems to be one of the few American comedies that can successfully do satire.

Tuesday, 11 November 2008

Modding Busybody

Just a quick update today to announce that I have joined not one, but two mod teams in the past week.

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The first is Human Error, which is part of the Half-Life 2: Short Stories project. In this mod the player will assume the role of one of the Metrocops seen in Half-Life 2 and combat some old adversaries. Most of the level design is done at this stage, so I'll be working on detailing the environments and making them look pretty.

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The second mod is Ivan's Secrets, a new story which takes place in Russia's Caucasus Mountains. It will feature some breathtaking open environments and realistic new weapons. For Ivan's Secrets I am working as a full-on level designer so I get to create entire areas from scratch. The work you see here is by JLea who is an extremely talented mapper despite being almost a decade younger than me... Not that I'm jealous or anything...

Check for updates on their respective pages, and I'll keep you posted here too!