Redoing Manchado

 Since I've started working on the sequel to deputy of manchado, I've undergone three different iterations. The first, a walled off city square that was more akin to a medieval setting than a western/post apocalypse. I hated that every building was awkwardly set together in a tight, compact square. I put the most work into this one, and developed all of the core functions that remain in the map today. (Except for the dialogue.)


The next iteration was my attempt to give the player a bit more "freedom" in their scenery. I felt the walls were too primitive and restricting for the player. So I copied everything and put it out into the desert. This was okay, but again I felt that nagging feeling that things were still "off." Something wasn't right about the layout, the buildings, almost everything felt off. Not to mention the story was lacking and generic. There was no motivation for characters or for the player, a fatal flaw I felt.

Finally, in my last iteration of the map (hopefully), I've decided to model Manchado after a small town by the name of Roma in Texas. This time I can make the layout of Manchado feel vibrant and "real." I've also gone back to the very old function of having every building on the surface level be empty, instead opting for doors that will teleport the player. I had noticed in the first two iterations the map was running at a constant 20-30 FPS, even on a high end rig. I hope that the separation between the levels will reduce that lag entirely.

(VERY MUCH A WIP, I JUST MADE IT IN 2 DAYS)

Here's where I'll post updates and my thoughts about the current & future of Manchado. I'm not sure if this is going to be on ByTheGrid or just for me to look at and ponder over yet. Who knows.



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