Difference between revisions of "EN Level-Design"
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− | {{TabLang|EN|Level-Design|EN Level Design|ES|FR Leveldesign|RU}} | + | {{TabLang|EN|Level-Design|EN Level Design|ES Diseño de Niveles|FR Leveldesign|RU Level Design}} |
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=Level Design= | =Level Design= | ||
Level design is the reflection about what makes a land alive, rich and challenging for the players. It includes the background, the story of the place that the players will discover step by step (rites, amber cubes), the ecosystem (mobs, agro zones, patrols, cartography, mats), but also the interactions they can have with the zone itself and its inhabitants (NPCs, tribes, quests, missions. | Level design is the reflection about what makes a land alive, rich and challenging for the players. It includes the background, the story of the place that the players will discover step by step (rites, amber cubes), the ecosystem (mobs, agro zones, patrols, cartography, mats), but also the interactions they can have with the zone itself and its inhabitants (NPCs, tribes, quests, missions. |
Revision as of 13:53, 28 January 2015
Level Design
Level design is the reflection about what makes a land alive, rich and challenging for the players. It includes the background, the story of the place that the players will discover step by step (rites, amber cubes), the ecosystem (mobs, agro zones, patrols, cartography, mats), but also the interactions they can have with the zone itself and its inhabitants (NPCs, tribes, quests, missions.
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4 pages in Leveldesign