>I’ll give you some context firstApparently during its initial development, the forever winter was intended to be a normal open world game. As time progressed, the devs switched to a level model of map exploration and they changed a bunch of things about how they built the maps.
Unlike most developers, fundog’s were actually really dedicated to making the map as lore accurate and full as possible. The game’s maps were originally meant to be fully handcrafted, but the developers soon found out that the work load was too high even with having all the maps being broken down into levels. Instead they used a kit bashing approach.
Fundog’s team built a bunch of toy sets for the developers to play around with. The devs kitbashed a bunch of these toys, and then they made digital models out of them. With the help of some procedural tricks, the developers managed to create large expansive urban combat environments like the elephant mausoleum and its predecessor the mech trenches. In fact, the elephant mausoleum was such a large map in development that it had to be broken down again into sub levels so your computer wouldn’t crash when trying to load the map.
They used the same techniques with all the other models including the ones for characters and vehicles.
>okay, now I’ll talk about the open world idea the devs hadIf you’ve read the manga called blame!, then you’ll know what the initial open world was supposed to feel and look like.
Basically all the terrain in it was excavated to build fortresses, steel reinforced trenches, bunker complexes, cities, and roads.
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