Let me talk a bit about my workflows for doing level design in Eye of the Temple since I recently had some progress in that area.
I've been in something akin to a level design writer's block for a long time, being able to rework individual small areas, but unable to start the major world redesign that I've been intending for over a year.
Maybe calling it writer's block is pretentious - the fact is that I've never done this sort of work before, so I may just not have developed the necessary workflows to deal with it. Anyway, I think I might have finally cracked the nut.
I've had plenty of ideas, but fragmented and not crystallized enough to get down on paper. How do you start planning a non-linear world meant to be highly interconnected and interdependent? I can talk about what eventually worked for me.
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I've been in something akin to a level design writer's block for a long time, being able to rework individual small areas, but unable to start the major world redesign that I've been intending for over a year.
Maybe calling it writer's block is pretentious - the fact is that I've never done this sort of work before, so I may just not have developed the necessary workflows to deal with it. Anyway, I think I might have finally cracked the nut.
I've had plenty of ideas, but fragmented and not crystallized enough to get down on paper. How do you start planning a non-linear world meant to be highly interconnected and interdependent? I can talk about what eventually worked for me.