Wolfenstein
was the most recent released title I've worked
on which is based on the id Software license
that started the first person shooter genera.
During this project I was mostly on a scripting
role in regards to the work I implemented however
the design, layout, and level flow was collaborated
in small groups focused on the level itself.
The groups I worked with were for the levels
Trainyard, Digsite, and Cannery. Of course as
with most development we all end up helping
on each others levels so I touched many others.
Scripting
was mainly done in a Raven created drag and
drop system called "Brain." This system
was very similar to Unreal Kismet in it's appearance.
However for general AI movement we used a trigger/targeting
system within Radiant that triggers AI to move
to path nodes similar to the ones used in Quake
4.
The
Wolf editor itself was a highly customized Raven
version of id Software's Radiant. The version
allowed us to create different layers within
a level to allow multiple people to work on
the map at the same time.
Below
is the first level of Wolfenstein called the
trainyard level. Trainyard is one of the levels
I was responsible for scripting. The video (apparently
done in the German version) shows someone playing
trainyard from start to finish. I was responsible
for allies and enemy movement, combat, dialog,
as well as the events that happen in the level.
So I created the game play you see here.
Another
scripting sample below of someone playing through
Digsite. This map had some puzzles that
were fun to script. Mainly I used func_mover
entities and player enter/exit volumes. The
guy playing is going through pretty "guns
blazing" but you could sneak through quite
a bit of it if you wanted as well.
Wolfenstein
was a very challenging title to work on. If
any license could be described as a "classic
shooter" it is Wolfenstein since it started
the game type we now call FPS. However it was
being created in a time when games like Halo
and Call of Duty were center stage and a classic
FPS felt like the wrong approach. So after many
years and many iterations the decision was made
to focus on a more classic shooter with a twist.
That twist being the strange powers which in
my opinion leaned a bit too much towards a Bioshock
feel. However I think the game was honest to
it's license and does deliver the type of game
you'd expect from the Wolfenstein franchise.