The Afflicted is a 3rd person shooter that pits 3 teams against each other in struggle for resources and power within a crumbling society. The Afflicted was developed from the beginning around the concept of player control. First glances might give the impression of a typical third person shooter, but a few concepts set it apart. It’s a game of cooperative team-building. Players are scored on the collection of resources that allow them to shape the growth of their team. A vital element of success is the creation of structures and barricades that can be placed at the whims of the players. A free-form movement system allows for creative navigation and evasion. The goal is to provide a refined, current-generation shooter that still manages to implement the kinds of choices that bring players back for more.

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Poll: When is parkour movement most useful? (10 votes)
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Parkour Movement in Level Design (Games : The Afflicted : Forum : Game Information : Parkour Movement in Level Design) Locked
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Dec 9 2011 Anchor

Hey Everyone!

My name is Devin Sherry and I am a Senior Level Designer at Autonomous Games working on The Afflicted. As most viewers know, The Afflicted uses a parkour movement system that allows players to vault over waste high objects, or to climb over taller objects. As of right now, those are the two different movements besides the sprinting, so I am interested in how others would design levels to emphasize this type of movement system!

The way the level design team at Autonomous Games emphasizes the parkour movement is to give players multiple options in paths to take through the level, some being a standard path that players can sprint through, and others that require players to parkour over objects to get through. We also wanted to reward players for using the parkour movement system by placing more resources in hard to reach areas that require parkour movement to reach, as well as giving players an elevation advantage in most cases. One of the more fun things that we did with the level designs is giving players fun paths to traverse that are risky to take, but are definitely worth the effort.

The overall point of this thread is to discuss fun and innovative ways to use parkour movements to promote game play, so if anyone has any ideas they want to share, please post here and thanks for your feedback!

Dec 10 2011 Anchor

Also, I'd be curious if anyone had ideas for types of parkour movement they would like to see. Right now, we have two types of parkour actions: vaulting over waist-high objects and climb over taller walls. Some testers have suggested other actions, such as sliding or wall hanging, which we are considering implementing. What does everyone think about new types of parkour actions?

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