Lionheart Q&A #18
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Eric Dallaire, Reflexive Entertainment: In other words what could we have done better? :) One lesson that I learned was not to leave multiplayer design for the latter stages of production. Our hearts were focused on the single-player story for a large portion of the production cycle, and some of the scripting that we initially created did not work as well for multiplayer.
For instance, we would script a scene to occur if a certain event happened when some walked into an area - which works fine for single-player, but when you have four players in one game, you don't always know where all the other characters are standing, and some scripts can play odd if other characters are standing in the wrong spot where a NPC needs to move to. Fortunately, we narrowed the scope of multiplayer to just cooperative play, so these problems were manageable, but I think any future game with a single-player campaign that can be played multiplayer will be done more in parallel.