Making a World
Welcome to the second blog post and thanks for stopping by. In the first blog post I gave you a rather broad overview of how we quickly put together Robocraft Royale. I thought some of you might be interested in how we made a map able to accommodate 100 players as quickly as possible.
Since we weren’t sure whether this would even be fun or not, we realized there was way too much risk in trying to make a map from scratch. Thankfully, one of our other games in development, Cardlife, had a large, open world map. So, we simply stole it outright. Once we had that terrain we realized that it needed some massaging to really work for what we wanted. The terrain was designed for a very different kind of game and we had to lower the height of the mountains and smooth out areas that were far too rough.
After cleaning up the map for our use, we started populating the map with Robocraft assets. As you travel around the map, you’ll see some common sights from the current Robocraft game. You’ll find the crash site from Vanguards End, the ruined power station from New Birmingham Power Station, and the mushroom rocks from our Mars maps.
Next, we realized that all battle royale games have a mixture of interior and exterior space, and a key part of the genre is entering buildings to search for items and loot. If you look at most Robocraft levels, there’s very little interior building space. We didn’t have time to make traditional custom structures, so instead we designed a kit intended to allow us to quickly build a variety of buildings and structures.
The kit needed to be sized to accommodate large vehicles like tanks, mecha, and even airplanes. We also wanted the components to look like they fit alongside the existing Robocraft assets. Using the kit we were able to quickly make a wide variety of structures that fit the bill.
The combination of the quick use and customization of the Cardlife map with the modular kit saved us loads of time. This allowed our talented artists to focus on more custom set pieces, while game designers were able to assemble nice selection of buildings to populate the map.
With all these pieces in place, the designers were tasked with creating cities and settlements around the map with spawn points for various kinds of robots. Finally, we populated trees all over the map to break line of sight and provide cover.
All together, we’ve quickly built a map and laid out a fun play space for everyone to hunt one another.