Wednesday, 20 July 2011

Levels are done, plus thoughts on multiple campaigns.

It was a tough two weeks, but the demo is now complete. I just finished the Front-End a few minutes ago.

We will be showing this at AVCON, and soon after we will host a download for you guys to see.

The demo consists of a small game world that goes light on the NPCs and worldbuilding. The goal is to go east into the mountains and run a gauntlet across a pass to safety. There is one town and one dungeon. Five out of the seven tools are present, along with all of the weapons. These are scattered across the world, and the player will have to find them on his own.

The heavy weapons, ie the machine gun, anti-tank gun and mobile bunker are concealed in a secret area.

One of the cool things about P7 for us is that all the enemies, tools and terrain can be used to make a bunch of 'campaigns', 'stories', 'adventures' or whatever label you prefer. This means we can release multiple 'games' (or expansion packs) using the same resources, which makes the development time for new content a whole lot shorter. This was how Nintendo was able to get The Majora's Mask done so fast and so cheaply - much of the resources used were sitting there from Ocarina of Time. Another example is the open source game Battle for Wesnoth, which comes with multiple campaigns from a variety of different authors.

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