Archive for August, 2008

Winging It vs Planning It

Monday, August 25th, 2008

Mattias Worch made a great post regarding his new Quake level that I found hit a lot of the same notes that I hear in my head when working on Quake stuff:

http://www.worch.com/2008/08/24/bbelief2008-level-flow/

The whole notion of planning levels out completely beforehand is a side effect of the modern game industry. It’s not a bad thing but it is a necessary thing. Games are too complex these days to let level designers try to wing it anymore.

I’m working on a Quake level in my spare time and I’m using the same methodology as I did in the early Quake days : start laying pipe and see where it leads. In those days, all you needed was a basic idea of the kind of environment you wanted or maybe all you had was a texture set that you wanted to try using. Maybe you had a cool idea for a room and the level sort of filled itself in around the edges of that room.

It’s fun to work this way as I believe it keeps the creative mind agile enough to still be able to interject spontaneous stuff into whatever scripted level you’re working on at the office.

ToeTag 2.15

Saturday, August 9th, 2008

Hey, a new version of ToeTag is available! This version fixes the problems that 2.00 was having with WAD loading/saving and improves the CSG code quite a bit.

Download it here!

Of course, the source code is available on that page as well. Have fun!