Every individual location, environmental storytelling, all the combat featured in quests, side quests or activities… every stealth moment and other essential pieces were either built from scratch, or significantly modified. What did you find you had to go back and tweak by hand in order to make it not feel repetitive?Īs I mentioned above, we wanted the Dying Light 2 Stay Human world to have "our soul" and support gameplay with all paths between quest points and activities. In my opinion we did well and we introduced many individual locations to expand and evolve the parkour paths leading between the main and side quest points. While using a tool such as City Builder, we needed to be careful and not create repetitive, generic spaces. The tool evolved along with the creation of new elements, and each new element was immediately tested and corrected if necessary. The success of the development and usefulness of such a solution depends on constant cooperation between all teams (programming, level design, level art, 3D modeling, etc.), because without that, it won’t work properly. It can generate kilometers of map in a procedural way. Yes, to build the world of Dying Light 2 Stay Human, we used the "City Builder" tool. How did this tool work out for you in the end? In 2019 Tymone Smektala and I discussed City Builder, and how it let your team build the open world out of prefabricated elements. It's hard to get bored in our game’s world, and I think that what we did should satisfy every type of player, from brawlers to ninjas and quiet explorers. You will find places rich in valuable loot, but require you use either the right strategy (going out at night, focusing on stealth, proper preparation) or preparing an appropriate arsenal and summoning friends in co-op to deal with the infected force. We wanted to make a large open-world game, but the ambition was not to race with other developers to see who could make the biggest map in the history of video games, but to build "deep exploration.” Each of the activities in the game support these pillars and raise their importance in the Dying Light 2 Stay Human world: you can find windmills which are a parkour challenge, but they are also connected to the Choices & Consequences pillar. We decided to take each of the pillars that appeared in Dying Light 1 to the next level, adding more depth and meaning to the game. Pawlaczyk: When we started working on Dying Light 2 Stay Human, we defined the main pillars of the game on which we wanted to build the whole: "Melee Combat," "Natural Movement," "Day and Night Cycle," and "Choices & Consequences"-which was also connected with a storyline that is more mature and has deeper and stronger characters than what we achieved in Dying Light 1. Game Developer: What were some of your big ideas for Dying Light 2’s open world? What did you think you could do better than in the first game? This interview has been lightly edited for clarity.
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