Hello Lumia Island survivors!
Welcome to the 2nd Update for changes to Lumia Island.
Like we mentioned in the 1st Update, today’s Dev Journal will focus on the areas and their connected movement.
The design of maps and terrain is often referred to as “level design.” When we were first making Lumia Island, we referenced a lot of different level design from various games in the
first-person shooter (FPS) genre. This is due to the abundance of FPS-type games in the Battle Royale genre at that time, which shared common features like buildings, roads, and obstacles plastered on modern backgrounds. Additionally, our limited experience in designing levels for three-quarter view games was also a factor.
One of the most disappointing factors of level design for Lumia Island was
long roads without any branches in them. In a FPS with that type of terrain, these long roads are good for detours or sniping. But applying them to Lumia Island leads to pl...
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