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Status: Incomplete
5th Workflows
5.1. Phase I (Planning)
In Phase I involves an overview of the content and visual aspects of the Levels

Get your ideas down on paper so as to give yourself a good start for all remaining steps.
The better thought through the planning and design, the less "stress" all further steps will be. Changes at this point can be made quickly and easily and it is best to make any drastic changes at this point in the workflow. ED


1st: Ideas &
Grobe create sketch
2nd: Detailed layout design
3rd: Missions and Quest Design

5.2. Phase II (Basic editing / Blocking Version)
In Phase II involves a rough, first playable version of the levels to get.
It is not important that every visual detail, but a result, Which is playing through intensive testing. These tests are important for early design errors can fix these errors can and processes and functionality to optimize.

4th: Basic settings, and script of the map (Karten-und Script Wizard)

5th: Editing the terrain heights (Terrain heights tool), or import a H?henmap in expert mode.

6th: Editing territories> Territorien-Spieler-ID, territories name, territories costs, Territories colors and paint surfaces territories (territories tool)

7th: Water texture paint and water level editing; It is important now, the deep-water Bodies of Seichtwasser-Stellen to distinguish (water tools)

8th: By blocking textures should have been marked areas of the map, on which the Later in the Detail-Editierung cliffs modules will be placed (Textures Utility)

9th: Placement of entities needed for a functional test of the map are very important (z.b. Start Position-entities, NPC-D?rfer, NPC-Kl?ster, NPC-St?dte, bandits-camps, roads, The walls and gates, Interactive Objects, scripting entities (entity placing utility)

10th: Placement of raw materials and resources needed for a functionality test of the very map Important (for example jagdbares wildlife, fish, iron and stone mines, sheep and cows) (entity Place mold)

11th: Grobe basic editing of templates, already a good impression on them get what types of terrain on which parts of the levels exist. This step also includes editing of forests and tree resources with forest templates (Template tool)

12th
: Creation of quests (Quest assistant and / or expert Import maps script) 5.3. Phase III (gameplay-Test Part 1) As a result of Phases I and II, we have now a playable version of the level, in the visual respect, of course, is just grossly out, but all the major functional elements cover and thus ready for the first game tests.

This crude, blocking version of the levels can be used perfectly to the one Functionality and gameplay fun to test, as well as the functionality of Quest links Logical and general functionality. Distances on the map, which the players
Overcome, can also very easily in this version of the level review. Based on these tests should now also be adjustments to be made on balancing (Raw materials, KI-Einstellungen, etc.).


Invested too much time into visual things at this time, keep everything rough and fast. If One of these first gameplay tests on problems encountered, it is still very slightly larger Adjustments and improvements to the design, as long as everything still in a rough And quickly to changing status. It makes more sense, and only after these tests gameplay detailed Working in the level plug, which we now proceed to the next phase:

5.4. Phase IV (Advanced editing / Final Version)
In Phase 5, it is now a question of the broad framework of the level of the previous steps With all the available details, and a lot of life to fill. Major changes are now very time And should the Optimal case in previous phases have been intercepted. This is now Really in the depth of the level and it comes to accuracy, and every little detail.

13th Cliffs-editing modules (entity placing utility)

14th
Editing territories Details> territories details paint and clean territories-Limits
Check especially among cliffs modules (territories tool)

15th Template editing Details> Core, Transition and Border templates; Diversity of
Increased use templates (Template tool)

16th
Terrain editing textures Details (textures tool)

17th Editing entities / Doodad Details (entity place Tools & Group
Utility)

18th Editing terrain heights Details> modeling of terrain elevation based on
Textures and entities; Smoothing of transitions, such as deep-water> Seichtwasser>
Coast (Terrain heights tool)

19th Ambient sound editing entities (entity placing utility)

20th Editing Ambient aggressors animals and animals (entity placing utility)

21st Editing of water Details> water textures increase diversity, water flow vectors
Draw water plants, waterfall effects place to place fords effects (water
Tools & Tool entity place)

22nd Editing of all other visual details> Place "Augenf?nger" objects to
Special places, improving the appearance of important places like starting positions,
NPC-St?dten, NPC-D?rfern, NPC-Kl?stern, bandits-camps, etc. (all tools)

5.5. Phase V (gameplay-Test Part 2)
As a final conclusion following is the gameplay tests and a review of all levels to
Visual mistakes, weaknesses and general bugs. Basierend auf diesen Tests k?nnen nun auch
noch letzte Anpassungen am Balancing gemacht werden (Rohstoffe, KI-Einstellungen, usw.).

Als Ergebnis der Phasen I bis V haben wir nun ein visuell detailliertes, ausbalanciertes und auf
Gameplay-Spa? getestetes Level, das nur darauf Wartet von den Spielern gespielt zu werden.
Genie?t es und viel Spa? beim Spielen ?

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