The F word is the most important concept in making games. So during the summer of 1995 we retrenched and tried to figure out how to make a level that was actually fun. Level1 had over 10 million, whereas a shipping level tended to have around a million (a lot back then). First of all, they were too open with way too many polygons. Our first two test levels “the jungle, level1” and “lava cave, level2” were abysmal, and neither shipped in the final game. Iteration is king.Įven after the control was decent, we still had no idea how to build good 3D gameplay with it. Internal criticism is essential, and as a programmer who wrote dozens of world class control schemes in the years between 19, I rewrote every one at least five or six times. For example, “he doesn’t stop fast enough,” or “he needs to be able to jump for a frame or two AFTER he’s run off a cliff or it will be frustrating.” Jason’s also really good flaw detection. I did all the programming, but Mark helped a lot with the complaining. This is the single most important thing in a CAG, and while intellectually I knew this from Way of the Warrior, it was really Mark who drove the message home. I started fairly programming the control of the main character early. We were forging new ground here, causing a lot of growing pains.
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