I’m writing today to provide an update on our progress with Luckless Seven. This time, the theme is approaching new frontiers. As Mark and the gang set off to participate in Arithia’s Ekosi tournament, he’ll be departing his hometown of Patrida for the first time. For our team, that means getting out of our comfort zone and designing new, non-urban environments. For Mark, that means getting out of his comfort zone to meet new people from all walks of life.
If you’ve played through the demos so far, you know that our level design so far has established the urban/suburban (and largely interior) surroundings of Mark’s hometown: his home, Krista’s home, the hospital, casino, etc. As they set off for Neropolis, though, the Luckless Seven will be traversing Arithia’s grasslands.
|Routes between cities showcase big changes in scenery|
This environment is different in a lot of ways, starting with size. The trail that Mark and the gang will traverse on Day 4 and Day 5 is a much larger level than any we’ve designed yet. That poses a visual challenge. With so much space, how do you maintain visual interest? Grass is great--no, we really like our grass--but you need more than that. Jesse has done a great job thus far in populating the level with natural and manmade formations: large rocks, waving trees, bridges, and rest areas. The level looks great.
|Outdoor environments and wider spaces are the environmental focus of game's next chapter.|
|Just because you're out on the road doesn't mean you won't find some opponents to battle!|
|Some of your toughest opponents may be found out in the wilderness.|
|Veteran Ekosi players may provide unique challenges and rewards for Mark.|
Until next time!