Appomart has developed a new location for the 'Maze runner' labyrinth game
We recently completed work on the fifth location of the 'Maze runner' game. It's the throne room in an infinite castle - a place where it's easy to lose your way. The team faced a challenging task of creating a generated hall that could accommodate the labyrinth.
Since the labyrinth is not small, we decided to make the hall infinite. The giant arches and ceilings show the scale of the character's insignificance. The throne room is the second location with walls and is much more difficult to navigate than the others.
Let's go through all the locations in order.
Initially, the game prototype seemed gray and dull, unable to hold the players' interest for long. The team's task was to add color to the walls and create a unique ambiance that hadn't been seen in similar labyrinth games.
The problem with most mazes is that they consist of uninteresting and monotonous walls. By combining the game with the idea of piracy, we decided to create the labyrinth in the form of caves with artifacts. When generating the walls, we paid special attention to two ideas:
The labyrinth should adhere to the canons, with passages and dead ends. Being inside, the player should feel like they've entered a network of interconnected caves.
It was a challenging and interesting task.
A lot of time was spent calibrating the wall models and working with the randomizer, but we achieved the desired result. The client appreciated the overall implementation of the idea, noting that being inside doesn't feel like being in a labyrinth.
Out of the five locations, three are located in caves: the Magic Cave, Mushroom Cave, and Mines.
They are all based on the same model, but different materials and details were used to make each one unique and distinct from the others.
Two additional locations were implemented as corridors with straight walls. These are the aforementioned throne room and the dungeon. What's special about the dungeon? The location features low ceilings and predominates in blue tones.
When developing the dungeon, we encountered a problem with using brick walls: they created the impression of an ordinary labyrinth without a unique concept. To solve the problem, we adjusted the width of the walls and added perforated openings with grilles to simulate windows.
In addition to the main locations, we also developed several utility locations: the harbor, hold, port, and trading stall. Here, players can hire team members, upgrade the ship, or sell artifacts. We were able to bring the client's ideas to life and showcase the project's uniqueness.
That's all for now, stay tuned for more exciting updates!
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