![]() ![]() You need to redirect the lightning to hit the water, and balance something on the device to connect it to the electric current. The grey and brown-colored areas are collision indicators – usually placed early on during level development.ĭifferent components of a lighting / electricity related puzzle at the end of the Cloudy Isles level. The main recurring enemies in the game are goblins of different varieties, but we also have environment specific enemies such as flesh-eating plants or wyverns, and the boss fights vary more: They’re often puzzles of some sort. We use a lot of different elements to the puzzles such as fire, water, weights, ropes and levers, and creating puzzles with good variety for 20 levels takes some time.Įnemies and their AI are added next, often scene by scene. Different types of puzzles are then built into the levels, and physics-based properties are defined to make the different parts work as intended. They start with a basic pathing for the map and add collision detection to limit where the players can move around and interact. The different levels in Trine 2 were first mapped out by our level designers, who place and design all the gameplay assets to begin with. Here the Dwarven Caverns concept art comes to life in the actual game: ![]() We had a concept artist who painted a lot of environments and enemies to help with envisioning the different levels and the story created by our writer.Īlso a lot of the concept art was used in the game itself as assets in the background, some could be found in secret chests and they were also used in the storytelling screens in between maps. In fact, the programmers spent more or less the entire year from summer 2009 to summer 2010 and even beyond to rewrite the whole game engine, aiming for a modern engine with multiplayer features and other improvements over the original (including ”save anywhere” save system and a million other things that had bugged us throughout the early years). Once designs for different features had been finalized, our programmers began work on them, and in the meantime they had done a lot of work on rewriting our game engine. Adding a new skill can drastically change how certain things interact with each other, and with physics involved a lot can happen with very minor changes, so balancing was important!įor example, it was important to limit the amount of wood used, so the Thief character couldn’t grapple onto everything (her grappling hook attaches only to wooden surfaces, and can easily become overpowered). ![]() There were a lot of things to consider, since all the puzzles in Trine 2 are pretty open ended and can be solved in a number of ways. It took over two weeks to get it working and that seemed like time wasted – but the frog became one of the most iconical scenes in the game, so it was definitely worth it!" It was originally modeled and animated for use with our Trine 1 engine back in 2009/2010, but broke completely when transferred over to the new engine. "A lot of the things you see in Trine 2 are custom animated and the famous frog scene is a good example. Instead, the design team focused on doing documentation for different core elements of the game: The new skills and abilities, enemies, interactable objects and puzzles – basically everything gameplay related was thought out. Since Trine 2 was a sequel and the gameplay was very similar, we didn’t use any grand design documents to cover the entire game. So the decision to make Trine 2 was made quickly, and from early on we began planning the improvements and new features – many which were left out from the original Trine (sometimes due to time constraints and sometimes because they would have clashed with other existing features/design). The concept process for Trine 2 started already during the development of the original Trine We had learned from our experiences on the aftermath of our first game, Shadowgrounds, that we should immediately have a follow-up project after a game was complete. Overall development from the concept stage to code: Surprisingly, there wasn’t an over-arching design that dominated the game when it came to the PlayStation 4 as Trine 2: Complete Story.įrozenbyte Studios’ marketing manager Kai Tuovinen offered his thoughts on PlayStation 4 version, documenting the changes from the game’s initial inception to the final stretch, how the new content fundamentally changes the game overall and the process behind the level design. That was until Trine 2 came along – that too after the amazing first game – offered an amazing experience overall to players. There are even less of such games which offers players a chance to cooperate together with varying classes and across a vast fantasy world. There aren’t a lot of side-scrolling, 2D, action RPGs out there. ![]()
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