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KKND 2: Krossfire Development
Diary - 5
Well,
with the game creation process well underwaywith the game
engine semi-workingthe next step is to check the balance of
units, to make sure one side or unit is not more powerful necessarily
than another. The best way to do this, perhaps obviously, is to
create missions, and tweak mission and unit properties until the
balance is deemed to be right.
First things first: we need missions.
A little while back, Justin put together a mission
design competition open to Beamers and their friends and family.
The competition outline contained specifications for all the units
in the gamealthough things will still be changed, even nowand
we were encouraged to submit missions with the modest enticement
of seeing our own mission in the final game and, for the best overall
mission, a 3Dfx video card. Well, that encouraged me! I submitted
two missions and although I didn't win the big prize, one of my
missions will make it into the game, so I'm satisfied.
Now the mission outlines have been parceled out
to the level designers - Brian, Greg and Rowanand Justin himself
so they can turn our ideas into actual missions. John has created
the backgrounds for KKND2 in a series of map "tiles" and
these are what're being used to build the mission maps. First, the
sketches from the mission designs are interpreted and scaled up
to create a map large enough for the mission - the mission maps
can vary considerably in size. Then, after the important details
are entered, the map compositors have to flesh out the maps with
interesting features, alternative routes and potential ambush points
so any important paths appear no more important or interesting than
the rest of the map.
The map building work is done in
two layers, the first that units can walk or move in front of, and
the second which units must move behind. It was at the stage I realized
this two-level process was taking place that I really appreciated
the work John had donerooftops were created separately from
the bottoms of buildings, and yet they have to mesh together perfectly.
Even when different roofs are placed on the same building walls,
they still have to mesh perfectly. The amount of pixel-perfect work
involved in making these tiles has been enormous! Even with this
work, the designers have to ensure edges are smoothed, parts of
tiles overwritten and tiles mirrored in order to achieve a map that
has no discontinuities and looks (and acts) like realistic terrain.

Once the maps are compiled, the designs are interpreted
for important points, such as the tech level the enemy can attain,
and what units or buildings each team begins the game with. Once
that is clarified, the designers add to the maps enemy and player
buildings and oil wells that are in existence when the mission begins,
and then run the mission real-time, adding more units, enemies,
terrain adjustments and so forth as they go. The order of unfolding
events might be changed to vary the difficulty of the mission, and
the aim of the designer is to create something that's very playable
and compelling, while being far from a cakewalk. I've been watching
Rowan construct a mission from a design just now. He says he tries
to make enemy attacks arrive from unexpected directions, and tries
to outthink himself, giving the enemy plenty of terrain opportunities
for ambush and so forth. It sounds like intense brainwork but a
lot of funhow could you pass up the opportunity to play gamesand
make them betterand get paid for it?
So, they were talking about Kollateral Damage as
a name for KKND2. The best of a bad lot so far. But Marketing is
rejecting it because "not everyone knows what 'collateral'
means." Can you believe that?
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