#30024 - keldon - Sat Nov 27, 2004 7:10 pm
Being without a doubt one of the greatest games of all time, the making of Goldeneye deserves a space in Game Design.
Here he talks a little about the mechanics of the AI and how it all worked. He also talks about how levels were designed.
http://www.zoonami.com/briefing/2004-09-02.php
#30027 - zazery - Sat Nov 27, 2004 8:18 pm
I've been searching for something like this for a long time now. I find it always interesting to read about how other people designed games. Too bad there isn't one for Mario 64 or Zelda: Ocarina of time.
The concept I found most intriguing is the fact that they created levels without an idea of where a player would start or finish. I think this can sometimes be seen in RPGs since the player must revisit areas, it should be as open ended as possible. I think it's a great design strategy to use.
#30030 - poslundc - Sat Nov 27, 2004 9:18 pm
I like the guy. I particularly liked "it is funny how you can describe more features in one sentence than ten years of progress has managed to achieve" in reference to their design document on the subject of enemy AI.
Dan.
#30595 - oblivi0n - Thu Dec 02, 2004 5:00 pm
Really interesting. I enjoyed the part about the SGI Onyx costing 250k yet being a fraction of the speed of the N64. I never realized the N64 was so powerful. Really makes you step back and realize how far we have come when now we have something more powerful than an N64 in a handheld.
However, I still can't wrap my mind around allocating 1/3 of the graphics processing time to 4 tasks (as well as 10 % of that for audio). Is this some kind of mistake, or am I missing something?
#30598 - abilyk - Thu Dec 02, 2004 5:17 pm
oblivi0n wrote: |
However, I still can't wrap my mind around allocating 1/3 of the graphics processing time to 4 tasks (as well as 10 % of that for audio). Is this some kind of mistake, or am I missing something? |
In the following paragraph,
Code: |
This kind of accounting partly explains why we didn?t always hit 30Hz. |
He had allocated more than 100% of processing time to various tasks hoping that coding optimizations and better hardware specs would later decrease his percentages. That didn't happen as he expected, so when all of them were running at full capacity, the frame rate stuttered.
#30601 - oblivi0n - Thu Dec 02, 2004 5:51 pm
abilyk, what you said makes sense, but it seems like if his accounting was that over-optimistic the game would have never hit 30 fps. But then again, I suppose only at certain times all of that 1/3 would be needed, which, I guess, is what ended up happening since some of the levels do play pretty smoothly.