Thursday, June 17, 2010

Benefits of early play testing

Rindle is now on its third alpha version for stage 1. Rindle will be a 3 stage payload map similar in game play to Goldrush.  As with rockyard I am blocking out the map in dev textures first. Then using play testing to refine the map while it is in its basic stages. This allows me to quickly change large parts of the map in a short amount of time. Once the details are added it becomes harder to redesign an entire area and wastes time re-doing details.

What follows is some comparison shots between alpha 2 and alpha 3, the changes would be far more difficult if I had detailed first and then play tested rather then play testing early.

First from a2:

This canyon is just outside BLU spawn. They must push the cart across the canyon to get close to the first point.

Now from a3:

Play tests showed that the canyon wide. Thus in a3 the distance across the canyon is shorter. Also the buildings seen across the canyon are shorter compared to a2. This was a common issue shown in play testing. In all of the following, most of the buildings have been lowered in a3 to resolve this issue.

This area from a2 shows the cart path just after the first cap point. Play tests showed that this area was both too long and lacked cover.
The same area in a3. Now the cart path winds down this corridor allowing cover to be created. This area and therefore the buildings are also shorter.
Another view of this area on a3, showing the opposite direction.

Thanks to the play tests, the first stage now has a more enjoyable layout. I will be working on starting to detail the first stage while continuing to play test it. In addition I will be blocking out the second stage and getting it ready for some early play tests.

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