Wednesday 22 April 2015

Ranslinger - EPi3 - Mines without Crafts



This episode we spend in and around a mine and get dynamite, which behaves almost exactly like a grenade does in any other first person shooter. You never struggle to light it, you can press the grenade button and out comes the dynamite.

I really like the trick with the mine, letting the player explore it and clear it, then pulling back to go around the outside, because obviously the mine would have been a bad idea. I am curious as to how it came about. When they were pitching the level did they have a couple of team members that thought fights in mines were silly? Did they come up with two ideas for tackling this level but didn't want to have half the level left unexplored by the general player? Was this just more fun than sticking the outdoor section on to the end of the interior one?

I would really love to learn more about how this game was made and put together. Unfortunately I can't seem to find any kind of post mortem of it anywhere.

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