Happy Holidays | 12.24.09


Ho-ho-ho, Auren!

I've wrapped up a few new screen gifts for those who visit from time to time, which you'll get more of here than on the Vault. Three new area projections were required for the next stage of your journey, so here they are. Sorry, no detail or locations this time, otherwise one will be able to piece together the module areas before it's released. Don't want too many spoilers!

Happy Holidays and may you all enjoy your time with family and loved ones right through the New Year and beyond.







Area Design III | 11.29.09


Building 101 - Area Design Part 3

PART 2 RECAP

In our last entry, we took the time to define the area and broke it down based on the four corner rule.

That is, to offer the player something to do in all four corners of our area. This is so the player doesn't feel they're wasting their time exploring what we've created and to offer an event of some kind to keep the player interested.

"Not every corner needs to POP out at the player but it should offer something. Even the most basic text display describing a strange looking tree or finding an empty bottle floating in the swamp creates area depth.

All that's been done so far is the creation and layout of the area, which consists of two hills, one in the bottom left corner and the other in the top right corner. The rest of the area is split up between land and water.

We've also determined that the player will transition to the hill in the bottom left corner of the area. They'd be coming here because of rumors they heard in the village close by of people coming into the swamp to hunt for a rare fish not returning. Some speak of finding villagers, friends and family members turned to stone."

Finally, we've defined the area and what we're going to offer the player to do and find while exploring it.

NOTE: No lighting or placeables have been placed in the area at this point.

CREATING AN ACOUSTIC SYMPHONY

Sound is very important and should always be made available when creating an area. An area that has enough placed sound pieces and area background sounds can go without music, creating a different type of atmosphere for the player. Sounds that play at specific hours are a huge bonus to adding a little extra that the player may not have heard during their first visit simply because they were not in the area during those specific hours.

An Owl that hoots every 30 seconds during the night is one sad and desperate Owl. What female is going to respond back to a guy begging for a mate all the time?

Wolves, Dogs, Cats, etc., fall under this rule.

Continuous sounds are those that always generate sound. Waterfalls, rushing rives, windmills, etc., would fall under this rule.

NOTE: Try to avoid using the "Plays from a random position each time it is played" option in the POSITIONING TAB of the sound.

The main reason for this is it can cause a noticeable hiccup when the player enters the area. Each time the sound is played, the engine needs to determine from what random location within the specified Volume Distance it will fire from. It will then determine how near that sound is from the player, which then needs to determine the volume of the sound before it fires.

"Plays from a specific position" is always your best option.

SOUND PLACEMENT



So what does this area consist of? Swamp like sounds of course. The majority of what you see in the screenshot above is that of water sounds. Know that every sound placed in the area is set to "Plays from a specific position" to avoid the random hiccup that can be generated, as noted above.

When placing sound, think of what you want the player to be able to hear in that part of the area. In the case of water sounds, they're placed along the edge of the water where it meets land and a few in the middle of the water where the player can walk through. So here's the full area breakdown for sound, which only consists of ambient sound. No music is available in this particular area.

Area Properties

Wind Forest [Area Properties - Ambient Sound, Day]

Wind Forest [Area Properties - Ambient Sound, Night]

Forest [Area Properties - Environmental Audio Effects]

Placeable Sounds

Water Pool Small (34) [Area Location: Varies]

- Plays from a specific position.
- 15.0 Volume Distance.
- Play at all times.
- Seamlessly looping play style.

Water Pool Splashes (4) [Area Location: Random]

- Plays from a specific position.
- 25.0 Volume Distance.
- Play at all times.
- Repeating play style.
- Random play order.
- 30.0 second interval between splash sounds.

Fly (11) [Area Location: Random]

- Plays from a specific position.
- 5.0 Volume Distance.
- Play during the day.
- Repeating play style.
- Sequential play order.
- 11.0 second interval between fly buzzing sounds.

Thunder Claps Far (1) [Area Location: Heard Area Wide]

- Plays everywhere in area.
- Play during specific hours [AM: 1, 4, 7, 10 PM: 12, 3, 6, 8, 9]
- Repeating play style.
- Random play order.
- 60.0 second interval between fly buzzing sounds.

Swamp Sounds Day (1) [Area Location: Heard Area Wide]

- Plays everywhere in area.
- Play during the day.
- Seamlessly looping play style.

Swamp Sounds Night (1) [Area Location: Heard Area Wide]

- Plays everywhere in area.
- Play during the night.
- Seamlessly looping play style.

Rock Crumbles (1) [Area Location: 4]

- Plays from a specific position.
- 10.0 Volume Distance.
- Play at all times.
- Repeating play style.
- Random play order.
- 32.0 second interval between rock crumble sounds.

Ship Creaks (1) [Area Location: 4]

- Plays from a specific position.
- 10.0 Volume Distance.
- Play at all times.
- Repeating play style.
- Random play order.
- 35.0 second interval between ship creak sounds.

Wooden Beam Creaks (1) [Area Location: 4]

- Plays from a specific position.
- 10.0 Volume Distance.
- Play at all times.
- Repeating play style.
- Random play order.
- 12.0 second interval between ship creak sounds.

BRINGING IT TOGETHER

The next steps we'll be covering is placeables and lighting.

Fate of the Auren Update | 10.23.09


You're dead, Auren

Where does the time go? I get so caught up in area building, conversation and plot design when free time comes knocking, that I don't even realize how much time has passed since the last update.

Today though will be a few screens from the final chapter in the Auren saga, which if you did not catch in the news on the Vault, can be viewed below.

Bramblewood Moor is a hot festering bog, created from the memories of the very strange and unique creatures that call it home.


The very rocks that burst through the soil in the Stonelands are said to be so sharp, that a simple slip of the foot can easily cause one's death.


Stranger still is that of Fyr Glen, home to beings that farm the towering fungi forest of the Felwood.


But worry not, Weaver. Not all things are strange and unfamiliar.


For this is where the true home of the Auren Society of Weavers can be found.


Area Design II | 09.10.09


Building 101 - Area Design Part 2

PART 1 RECAP

In our last entry, we covered the basic history and reason for creating the area, a 6x6 swamp area, for the player to explore.

All that's been done so far is the creation and layout of the area, which consists of two hills, one in the bottom left corner and the other in the top right corner. The rest of the area is split up between land and water.

We've also determined that the player will transition to the hill in the bottom left corner of the area. They'd be coming here because of rumors they heard in the village close by of people coming into the swamp to hunt for a rare fish not returning. Some speak of finding villagers, friends and family members turned to stone.

NOTE: No sounds, lighting or placeables have been placed in the area at this point.


DEFINING THE AREA

Sure, an area can be created quite quickly and patched together but care and thought should always accompany such design. One important process to think about is the flow of the area and how we want to give information to the player as they explore our creation.

Defining what's in the area will give strength to the backdrop of the story we wish to tell. In this case, it's petrified villagers, turned to stone in some of the most unimaginable positions as they attempt to flee what it is they last saw with their living eyes.

Of course, there hasn't been a villager yet who can speak of what it is that's turning people into stone statues, so wild rumors can flow from their lips and even create false trails the player may or may not fall for.


AREA BREAKDOWN

The flow of information for any story can come from a number of means but one should also be careful not to divulge too much information as to spoil the atmosphere we want to create.

Let's take a look at how the area will unfold as we progress to its completion.



Each red numeric circle is some sort of event, small, medium or large, that the player can find something worth exploring. Take note of how each corner of the area has a red circle.

By keeping to this general standard when creating an area, you define a sense of reason for the player to explore everything, yet not feel empty by creating a "running around" syndrome.

Not every corner needs to POP out at the player but it should offer something. Even the most basic text display describing a strange looking tree or finding an empty bottle floating in the swamp creates area depth.


AREA FLOW

Now that the highlights of the area has been determined, we can begin to create the area and bring its design to life.

1.

As already noted, we want the player to start here. During the creation of the area, we want to make sure the player is drawn to location 3, either when they first come to the area or eventually by exploring all four corners of the area. At one point or other, they'll have to cross the middle of the map.

2.

The rock fissures are small and do not stick out unless the player moves close enough to learn that information. Having two of them allows the creation of the caves and caverns below to either connect or not. Even if they do connect below, we're giving the player a choice on which side they enter from.

3.

Here is the location of our petrified villager and it's the most important location in the area for it brings truth to what the villagers were speaking about. As noted, with three of the four corners of the map exploration locations, the player is bound to find the villager before anything else. Plus, a petrified villager will stick out like a sore thumb when players hit TAB.

4.

Remember that other hill in the top right corner? This is where a boat crashed at one point, grounding itself on the hard rocky surface, cracking its hull and eventually sinking. The remains of the boat still exist but its contents are long gone.

?.

These are up in the air design choices. The question mark in the bottom right isn't a bad place for an encounter of some kind as it is out of the way and secluded but the encounter should have nothing to do with what's turning the villagers to stone.

The second question mark could be much of anything. Perhaps a small container that floated away from the broken hull of the ship or an item one of the villagers dropped while trying to flee.


BRINGING IT TOGETHER

The next steps we'll be covering is sound placement, placeables and lighting.

Area Design I | 08.30.09


Building 101 - Area Design

I thought I'd take a few down the path of how an area design leaves my mind and becomes part of the building process, which I hope to offer every Sunday until the area is complete.

LOCATION and REASON


This evening I'm going to create a swamp that will offer the player character enough to do and also pull them into the very reason for being there in the first place. As this is one of the first areas of a quest, it requires that jolt of input to shape what it is we want the player to experience.

What information the player gathers before heading off here, is that a few villagers have been turned to stone as they venture deeper into the swamp to find a rare type of fish that offers a lot of gold on the open market. Due to its high demand, villagers take the risk of heading into the swamp to find them.

As more and more villagers fail to return and those that do return speak of finding friends and family members as stone statues in the swamp, the talk in the village soon changes from finding rare fish to what villager was found as a stone statue. Soon, none of the villagers even want to risk going near the swamp in fear of becoming a stone statue themselves.

Sadly, without the income from the rare fish, the villagers are struggling to keep a roof over their heads. Local crops just can't compete.

So, like any player looking for some adventure, it offers the player character something to do, either as a side quest or part of a greater plot.

One should never exist without the other when creating an area. Each and every area you create needs to have a purpose for existing, otherwise don't bother spending the time it will take to design it.


THE AREA


Welcome to a generic 6x6 (width x length) layout. For the sake of saving time, I've already plotted out its general design, adding in two small hills in the bottom left and top right of the map, along with some raised ground, all nestled between a dark layer of swampy water. Some trees do dot the landscape but they're part of the area tile itself. Placeables have yet to be added to this current area.



Pretty simple, for the most part. Now I try to keep an area pretty small because I don't like the idea, as a player, running around through empty space. So, when I do build an area, I do my best to offer the player something to do in every corner. That's my number one rule because wasting the time of the player is never, ever a good thing.

TIDBITS

In the behind the scene information, the village is south of this area, so the player will be entering on the bottom left in this area.

The water current, although never an issue in any area built with water, is moving from the bottom left to the top right. This is handy information if you use a boat to transition from one area to the next. Does one paddle with the current or against it?

In the weeks to follow, I'll detail the hot spots of the area, sound placement, as well as lighting and placeables.

Companions | 08.19.09


In death they roam. . .

For those who brought along a companion from Almraiven and then through Shadewood, they fought and died along side of you in battle. In the Land of the Dead, they roam.

Annex [Druid Female (Grower)]

"The very eyes of this Human Female pierce right through you as she catches you watching her and memories swirl of a previous existence within your mind. There is a feeling of calm that suddenly washes over you and the smell of flowers seem near. Her hair shimmers in the moonlight and the old black and cyan robe she once wore is now stitched in earthly shades and colors."

Annex is a result from completing the Darwien's Disappearance quest in Almraiven. You saved Darwien but also had to kill Falis for not saving his sister Wundra.

A Druid that comes with an animal companion named Patterfoot, Annex is the most difficult of the three companions to attain.

Her journey with you through Shadewood was a helpful one for it took place in her true element, where she brought forth a different view of what was happening in the wood.

Dying at your side, her spirit now exists in the Land of the Dead.

Falis Goodmane [Fighter Male, (Dancer)]

"The very glare directed toward you from this muscular Human Male is cold. Crisp blue eyes that once captured your gaze now leave you feeling empty and lost. Blood stains his light colored hair while torn cloth and stitch hug scars and deep wounds that cut right into his very soul."

Falis is a result from completing Wundra's Wonder quest in Almraiven. You helped find his sister and saved her from the Werefolk who had her locked up in the sewers.

Falis specializes in the quarterstaff and is very quick on his feet but does not have any experience in adventure travel.

His problem with bugs was made perfectly clear during your journey through Shadewood but as the end drew near, his focus in protecting you outgrew that fear.

Dying at your side, his spirit now exists in the Land of the Dead.

Shayla Shay [Sorcerer Female, (Guardian)]

"The projected memory of this Human Female is not what you recall from your previous existance. Eyes that were once cyan color are now black and the staff she once held does not have the same weave as it did before. The staff pulsates blue, shifting in size and design as if alive."

Shayla is a result from completing the Something in the Works quest in Almraiven. You helped find her sister and save her from the slave traders who had her locked up and ready to be shipped out.

Shayla also experienced fighting Blackend Souls and knows first hand what the Darkness did in the depths below Almraiven.

Her knowledge of this continued in Shadewood as the two of you moved to unlock the mystery of the wood. It is where she also came to terms with the very man who was responsible for the capture of her sister Kira.

Shayla comes with an intelligent staff named Nala that she is bound to by magical means and both died at your side.

Her spirit now exists in the Land of the Dead.

20° 48' N 156° 20' W | 07.18.09


There and Back Again. . .

It's been a busy July! Out of the entire month, I've been at work for a total of TEN days. This week has flown by and as well as it should have considering that I just returned from Edmonton and I'm off again to Maui and Oahu for two weeks. I'm not going to give you more details about flying but in its defence, the flight to Edmonton and back was uneventful :)

If you're interested in checking out the events that unfolded for the Dragon Age event, check the links below.

Jay Watamaniuk's Thoughts

Fernando Melo's Three Part Commentary

GameSpy's First Editorial

GameSpy's Second Editorial


The BioWare loot bag!



The uber items.



The working conditions.


Aloha!