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 |
Area Design II | 09.10.09 |
Area Design I | 08.30.09 |
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. Fate of the Auren offers a total of three companions based on choices made in Almraiven and Shadewood and two new companions one can find in the Land of the Dead. The former are found through a specific side-quest associated to the companion you traveled with in Almraiven and Shadewood while the latter come across as spirits you meet during your adventure. In the Land of the Dead, they roam. Annex | Falis Goodmane | Shayla Shay | Ahlias Nox | Chaj-ja 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 existence. 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. Ahlias Nox [Ranger Male, (Wilder)] "The wary eyes of this Human Male watch you from where he stands. A green and brown cloak, stained with mud and soot along the edge, drapes over his large frame. A long sword carried by the man hangs off his left hip by a crude loop made of rope while a bow string hugs his chest from the shortbow slung over his shoulder. Dark browns, shades of tan and a touch of green lace in and out of the fabric of his cloth and stitch." Ahlias Nox is from a distant projection where the very edge of the Emptiness meets the realm. His travels south got him caught between the Darkness that had begun to swallow the Land of the Dead and if not for small pockets, his spirit would have been consumed by shadow and filth. He now travels northward toward Twyll, his home, where he hopes to rest his spirit and relax. Chaj-ja [Fighter Female, (Hunter)] "Chaj-ja's large golden reptilian eyes dance wildly as if expecting an attack at anytime. Many of the multiple horns at the back of her head are cracked or have been snapped off. She's a renowned warrior of the Chah-kra Tribe, hunting and killing numerous Stoneless that dwell deep in Bramblewood Moor." Chaj-ja is very ignorant when it comes to projections outside of Bramblewood Moor, the projection she has existed in since arriving to the Land of the Dead. Existing in a festering bog, Chaj-ja is quite content with hunting and fishing but becomes drawn to the realm beyond after hearing stories and reading books on the subject. She is clumsy out of her element and makes a lot of noise when she moves about on land, stomping and walking into things without much effort. At first sight, spirits see her as a Troll but her large blinking eyes and twitching ears soon put an end to that. |
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 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
Aloha!
53° 34' N 113° 31' W | 06.26.09 |
Departures. . .
So I signed an NDA in December 2008.
Since the last update, I'm happy to announce that Shadewood won Module of the Year 2008 (Vault Award), Best Dramtic Module and Veteran Author Award (AME Award), Almraiven passed the 10,000 download mark and
I'm flying out to Edmonton in eleven days to meet the good old fashioned men and women of BioWare.
I hate flying too. 737-700 (winglets) plane. I type that because at first I thought it read "wingless" but I guess that's just my fear of being in the air and not in control. Sure, they say statistics show the odds of getting in an accident in a car is higher then flying. I'm not sure about you but driving at 60 km/h, (Canadian, eh?), doesn't sound so deadly as say, falling from the sky at 500 km/h while the men and women around you scream and children look at you with a questioning look of "what's going on?" when the plane is flipping and twirling through the air as you attempt to grab the oxygen mask which keeps slapping your face just before the plane explodes on impact.
Last October I flew from Toronto to Montreal for work and it's about an hour in the sky. You're up and then you're down. It wasn't so bad, after asking for two vomit bags while on the plane. To add to all of that, I had the middle seat in the row.
The year before that I flew out to Calgary. Never unbuckled the seat belt, had nothing to drink or eat and looked straight ahead while holding on to the arm rests. I was so nervous that I left my boarding pass at the bar. Could have been the beer though.
Summer is here, hot, sticky and humid, so building has really slowed down. I do my best, when I can, to pick and poke at the module, playing it to keep the story in my mind fresh as well as to come up with new ideas. Progress is always slow at this time of the year for me and is no different compared to the time I spent building Almraiven and Shadewood during the summer months. Canada Day is just around the corner, so Happy Birthday Canada!
I've been told my igloo in Edmonton has been reserved. HA! Good fun!
Clouds | 06.01.09 |
Dunroot Hollow | 03.21.09 |
Twyll | 03.07.09 |
An Introduction... | 02.17.09 |
The Unexpected
Took the time to complete the introduction cutscene, which, if you enjoy being spoiled, contains...
a prelude introduction, which span the recreation of your spirit after it has been captured from the Well of Souls at the end of Shadewood and the events that follow.
For those who don't mind a slight spoiler, just highlight the empty black box of text above.
Projections | 01.14.09 |
Bob Strikes Back! | 01.02.09 |