*ALPHA FUNDING AVAILABLE* *INDIEGOGOG DEALS AVAIALABLE* Following the "Trash Game of the Year 2012", the one and only game that has ever scored 100% in a gamerarena rating, Homegrown Games is about to send adult gamers from all over the world "Into the Ice". We can´t promise you hookers yet, but rest assured that we will deliver Nazis, Nazi-Zombies, Boobies and ridiculous amounts of bad-taste gags, jokes and easter eggs. While the game will be rolled out on FPSC-R, the upcoming next generation of FPSC currently developed by TGC, we already have developed an internal Alpha that displays some of the new game mechanics. This was done with FPSC, but, again, we pushed the technical limits of the Engine a little bit further...

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Blog RSS Feed Report abuse Latest News: Developer insight: The creation of a scene

2 comments by IvanErtlov on Dec 18th, 2013

Good morning! (at least to those in Europe)

Today we want to show you how our games are created. To be more precise, we want to tell you what workflow is applied when it comes down to creating a special scene.

In the very beginning, when we at Homegrown Games made our first game (Robert D. Anderson & The legacy of Cthulhu), Level Design had something of a "Trial & Error" Approach.


Level Design in "Robert D. Anderson & The legacy of Cthulhu" was less sophisticated than the trashy B-Movie-Cutscenes"

I fired up the old FPS Creator, painted a Level layout that I believed would be interesting enough to have the player roaming around. Then I added some furniture entities, the necessary objects to find / manipulate, some enemies, a boss fight if it was level 3, 6, 9, 12 or 15 - and it was good to go. We did only very little optimization on that part.

We had to totally re-think this approach when we got the contract for Painkiller Resurrection:


When PK:R was released in 2009, "Haunted City" (Level 4) was the biggest city-level ever created for an FPS Game.

Not only that we had a bigger team with some great Russian artists working out the basic level design, we were also bound to Design Documents we had created for Dreamcatcher Interactive. I hated drafting those documents, because this is is rather administration than game creating work, but I learned that at least a basic documentation can be very helpful. Loony and me created some basic level GUIDELINES for Into the Dark, which worked out pretty fine.

So let´s take a look at the approach for "Into the Ice" when it comes to the creation of a single scene:

1. We have a general Game Design Document.
This includes also a list of levels that are needed to tell the story. One of those, level 2, is basically linking the first "explore the Antarctica region where you are put down by the chopper" with the "entrance to the secret (now not-so-secret-anymore) NAZI base located in Antarctica.

2. We look at the Level Design Document:
There we have an "assets" section, explaining which assets and environment textures are needed for the level and of course a basic layout with "Scenes of Interest" roughly described. One of them is "an island with buildings and infrastructure still used by NSL troops, located in a small lake surrounded by mountains, only accessible from one entrance to the south".

3. We create the basic layout:


A small island, a basic bridge, some nice mountains around. Looks good for a start!

4. We add the "hard" architecture:

Right now that means all buildings that are solid concrete / bricks and cannot be destroyed (at least, not with the current version of our engine)

5. The rest of "blocking" architecture:

Includes tents, single walls, fences e.t.c.


(And a small Iceberg located on the left side of the island, floating around)

6. Props & basic random enemies:

Here we bring the scene really to live by adding objects laying around, dirt, posters, pieces of debris - and enemies not relevant to the progression of the gameplay, but relevant to the health bar and ammo amount ;)

Voila! The scene is ready to be handed over to the scripting & polishing, where relevant gameplay elements are added.

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Post comment Comments  (0 - 10 of 34)
kabeltelevizio
kabeltelevizio Jul 17 2014, 8:15am says:

Where is this available?

+1 vote     reply to comment
IvanErtlov
IvanErtlov Jul 17 2014, 9:27am replied:

The question is WHEN will be this available ;)

+1 vote     reply to comment
^Namaekeks
^Namaekeks Dec 24 2013, 2:35pm says:

Looks really great! But you should work on your accent x)

+2 votes     reply to comment
IvanErtlov
IvanErtlov Dec 26 2013, 5:43am replied:

THX!

However, if you had played Into the Dark, you would know that the accent is a part of the story and the gameplay, in some istuations even a key to solving puzzles.

+1 vote     reply to comment
stephenmbanham
stephenmbanham Dec 16 2013, 12:13pm says:

Hey! We're doing an Indie Of The Year special series on the Top 100! And we featured your game!

Check it out? Youtube.com

Thank you so much in advance! and we hope you like the video!

Alot of team effort went into it! So if you could help us out and spread the word we'd be so grateful and thanks again for your amazing game!!!

+1 vote     reply to comment
LiveMChief
LiveMChief Oct 29 2013, 11:19pm says:

I love your guy's games.

+2 votes     reply to comment
mateo14927
mateo14927 Oct 18 2013, 10:27am says:

I want to try this game, because looks great, but isn't available for Linux and Mac OS X. In this case I can't play, so I'm not going to buy it.

-2 votes     reply to comment
IvanErtlov
IvanErtlov Oct 18 2013, 12:52pm replied:

We are right now migrating to our new engine, and at least a Max OSX wrapper will be provided in 2014. Stay tuned!

+3 votes     reply to comment
IvanErtlov
IvanErtlov Dec 17 2013, 3:13am replied:

Well done video!

+1 vote     reply to comment
IvanErtlov
IvanErtlov Oct 15 2013, 4:05pm replied:

We will get our hands on the first beta of FPSC-R end of this months, so you can expect a new version before christmas, of course created with the new engine.

+1 vote     reply to comment
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Into the Ice - Nazis of Neuschwabenland ALPHA
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Windows
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Homegrown Games - a HRMC label
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FPSC
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