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Paragon game controls
Paragon game controls













paragon game controls paragon game controls

I'm excited about it because it means that we engage with our audience continually. It's hard to shift away from boxed products. SS: It's definitely a big mind shift for us. What challenge does that pose in terms of making the game? PCG: This is the first time you guys have made a game that isn't just on the shelf and done, but will have to be continually developed for a long time. I'll just put it this way: ganks happen a lot. It's not a big open cornfield, or something like that. When it comes to sight lines between lanes, there are trees and there are rocks so the sight lines aren't perfectly unbroken. Just like in all the other MOBAs, the fastest way to get from point A to point B is often to transition through the unknown environment of the jungle. The canopy structure is between lanes, and you can actually just jump right down through it, and there's a maze-like, forbidding area. The most obvious ones happen when you're down in the jungle. SS: There are a lot of occlusion elements in the map. How do you handle occlusion? How do you handle hiding people? That kind of deception and map control is important to all of these games. That allows you that sense of being able to know what's going on in the map most of the time, and make decisions about where you should be, what you should be doing, and how your teammates are doing. The jungle goes down, it depresses between them, so there's a valley between each lane. The top, middle and bottom lanes are actually, high-like, high up on the mountainside-and then there's a middle, and then there's a low, so you can look across them. The other thing we wanted to do was allow you to see from lane to lane. The bases are set up high in the mountains, and there's kind of a bowl between them, so as you run down the mid lane, if your friends are having a teamfight on the other side of the valley, you can see it. The map is designed to facilitate that, even though we have a third-person camera. For the arena, we wanted to keep the MOBA feel and allow a lot of open lines of sight, because one of the exciting things about a MOBA is the ability to see the teamfight that's happening that I might not be part of.















Paragon game controls