zZCastleZz wrote:scythe wrote:I can relate to your missing real level design. I made the mistake of taking a 'Level Design" job on an MMO. What a load of crap that has been. I've got to find an FPS shop that's hiring before I go completely insane.
woah
so you don't build levels in a MMO?
I suppose a great deal of the work would be monster placement and quest scripting.
Would take tons of tweaking and scripting. But imo you end up doing that with most single player games these days right? Even at the end of Sin Episode 1 90% of my work was fixing the end boss and going back to tweak scripting and enemy placement.
I suppose once the world is built that becomes the standard design process. lol I suppose I can see that being really harsh in a MMO when building the world might take a fraction of the actual project time...
sorry to hear that dude
Id actually like to know more about the process if you are willing to share!
You're pretty much accurate about the building process, it's more about placing models, setting up AI and scripting than actually building anything, Well, besides the terrain mesh, but that doesn't take too long.
The real problem has been that the "management" has decided to completely redesign the game multiple times in the past 18 months, so it's been endless preproduction. Spend months writing and drawing maps, only to throw it all away and start over. Build the terrain for the entire world, then throw it all away and start over. I was hired to build areas and design dungeons, instead I've spec'd out close to a thousand pieces of art for concepting/outsourcing, and written a whole lot of game design that's been tossed out and re-written by somebody else, when they decide to change design direction.
I know all mmos aren't developed like this, but I'm turned off on the whole genre now. I wanted a break from shooters, but I'm ready to get back to my roots, hehe.