about 5 years
ago -
Pagan: Absent Gods
-
Direct link
Transcript (by Youtube)
8s | hey y'all what's up with Samuel a |
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10s | miracle from the game design hey all |
13s | whats up it's a mule and miracle from |
15s | its a mule a miracle from the hey all |
18s | whats up its a mule a miracle from the |
20s | game design team today we're going to |
26s | talk a bit more about our philosophy and |
28s | our approach to game design in pagan |
30s | online even before pagan online was the |
33s | game it is now we knew we wanted to take |
35s | a hack-and-slash game and give it our |
37s | own flavor we designed the game around |
39s | four C's gosh we wanted to have a |
42s | fast-paced combat that revolves a good |
45s | deal around player skill it should feel |
47s | epic and rewarding collect as with any a |
50s | RPG game collecting loot should be the |
53s | central team apart from collecting gear |
55s | in pagan online we wanted to make |
57s | unlocking heroes as one of the top |
59s | things to chase craft this is something |
62s | that probably changed the most over the |
63s | course of development and will change in |
66s | the future our goal is to have a |
68s | meaningful system for crafting that does |
70s | not overshadow the drop that you get |
72s | from killing that epic boss customized |
75s | customization is really important to us |
77s | we want to create a game that will |
79s | enable you to have lots of different |
81s | play styles sometimes this requires a |
83s | whole new feature for the game such as |
85s | creating an ability tree for each heroes |
87s | while other times it just requires more |
89s | work on already existing features like |
91s | stat system or combat system itself |
93s | another thing that is part of the design |
96s | process is level design even though our |
98s | approach to designing levels has changed |
100s | over the years we always take several |
102s | things into consideration when tackling |
104s | each level visually the levels are |
106s | always influenced by narrative and the |
108s | way we want to tell our story we always |
110s | start with a visual design in order to |
112s | establish general sense of what the |
113s | level is beat I see planes of Eggman or |
116s | sands of Delhi blood we always first |
119s | create levels for our campaign for |
121s | creating missions we use the same assets |
123s | and try to create as many different |
124s | experiences as we can when it comes to |
127s | spatial organization our Liao's are |
129s | currently heavily influenced by our |
130s | encounter system and the way the |
132s | combat works shorten instance comet is |
135s | something that is a remnant from a |
136s | really old game design decision and it's |
138s | something that we're looking to alter in |
140s | one of the next DLCs this means that |
142s | we're exploring on how to improve the |
144s | experience by creating procedurally |
146s | generated content that allows you to |
147s | explore maps and get surprised the |
151s | balancing of game difficulty is |
152s | something we approach really really |
154s | carefully we have to make sure that |
156s | players who are not veterans can beat |
157s | most of the content at least on Normal |
160s | difficulty while still providing a |
162s | challenge for those players who have the |
164s | best gear and a lot of mechanical skill |
166s | for endgame and master difficulty having |
168s | both top-end gear and mechanical skill |
171s | is something that we want to make |
172s | equally important so one cannot work |
175s | without the other we also have to make |
177s | sure that we gradually increase the |
179s | difficulty of the game and power of the |
181s | enemies so that the progression feels |
183s | smooth and natural another aspect of |
185s | game balancing is the actual balancing |
187s | of heroes we want to make every hero |
190s | equally powerful and viable in general |
192s | at the same time we want every hero to |
195s | excel in beating a particular content be |
197s | it boss fight patrol defense or |
200s | something else the balance of heroes in |
202s | general is something that we are not |
203s | completely satisfied with and that is |
206s | one of the main focus points of our work |
208s | at the moment right now we are working |
210s | on improving combat feel in general and |
212s | these changes should make some of the |
215s | characters more viable to play |
216s | especially the ones using melee as their |
219s | primary attack heroes that will gain the |
221s | most our King which and mascha while |
223s | mark and mystic will also see |
225s | significant improvements speaking of |
228s | heroes let's talk about how they are |
230s | made there are two components when |
231s | designing heroes a visual component and |
234s | game design component sometimes you have |
236s | an idea for a cool hero mechanics or a |
238s | play style then we come up with a brief |
240s | and do some visual explorations in form |
243s | of sketches for example that was the |
245s | case with the mirror we knew we wanted |
246s | to have a hero with a companion that |
248s | plays off him in a way other times our |
250s | artists just go wild and create a guy |
252s | like Luke Ian then us game designers get |
254s | inspired and create cool ideas like his |
258s | dual spell mechanics once we have some |
260s | kind of base game design set we enter |
262s | the production phase we start thinking |
264s | on what type of personnel |
266s | do you want this here to have then our |
267s | narrative designer starts working on his |
269s | voice lines in parallel with that we |
271s | build a high poly 3d model and we |
273s | iterate on it until we're completely |
275s | satisfied with the design |
277s | after the 3d model is complete we are |
279s | making the low poly version of it which |
281s | is ready to be ripped and animated all |
283s | of our heroes have some general |
285s | animations like run idle walk knock back |
288s | so we animate those first and then we |
290s | start animating abilities basically |
292s | every asset that is produced from models |
294s | to animations is being important into |
297s | our project then set up by our technical |
300s | artists in parallel to animation work |
302s | our programs start coding the gameplay |
305s | and abilities and making them moddable |
307s | for the ability tree once animations are |
309s | complete along with the programming we |
311s | can start testing the hero see if |
313s | completed or it's going somewhere during |
316s | this phase make final adjustments and |
317s | then add VFX to all of the abilities as |
320s | a finishing touch that's all for this |
323s | dev blog and from our side that's all |
326s | from if you have any additional |
328s | questions thoughts or wishes for next |
330s | develop topic you can leave us a comment |
331s | in see you guys in pantheon |
334s | [Music] |
335s | [Applause] |