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GDC 2011 Notes – Crafting Satisfying Combat Experiences at Insomniac

Steps for a basic combat experience –

  1. Establish a front
  2. Layer setup
  3. Establish a combat focus
  4. Useful and clear cover
  5. Send enemies in waves
  6. Have a clear flanking route
  7. Re-direct the front
  8. Effectively use high-priority targets

Give players an immediate read of the space

Front -> Needs a No Man’s Land

  • Sides from enemy and ally
  • Use architecture to establish
  • Establish with effective cover placement

 

Layered Setup

  • 2 Distinct setups that require enemies to be present at the start
  • Divide enemies into deal combat distance
  • Use verticality when layering setups
  • Nerf the second layer, the player focuses on first layer, but needs the 2nd on screen to give noise and urgency
  • Regroup 1st w/ 2nd when 1st layer nearly depleted

Combat Focus

  • Where is the player’s attention?
  • Associate focus with architecture -> what’s unique about the area?
  • Tight cover
  • Intro enemies in tight space and keep them there
  • Player’s goal is behind combat focus, it lets them see their goal

Cover Placement

  • Start with cover placement, don’t wait until the end of your LD process
  • Shape of cover is important, needs to be elongated, flat, and facing the enemy
  • Rectangles > squares
  • Lure player around space with cover
  • Have multiple cover locations
  • Don’t scatter randomly
  • Be conscious of your ideal combat distance -> make in-editor helper objects to give you strict distances
  • Need 1-2 pieces of flanking cover
  • 2+ pieces of cover per shooter

Waves

  • Bring in enemies over time
  • 1st wave is the Gimme wave
  • Each wave should be unique and focus on one type of enemies
  • Filler dudes are okay, but make sure the wave isn’t homogenous
  • Separate melee and ranged waves
  • Pace to a crescendo
  • Intro new waves on the last 1-2 enemies or when Big Baddy at <40% health
  • Bring new waves in through the current combat focus
  • Long intro paths are cool, must be perpendicular to player’s line of sight
  • Stagger spawns in time and space to give good pacing to wave intros
  • Only pause waves for story moments and exposition
  • Lulls are boring -> player might turn around and then stuff happens behind them

Flanking

  • Solid focus and frontline is good
  • Have a single path to define where enemies will flank player from
  • Wait at least 8 seconds to bring in flankers, let player get actioned
  • 1st Shot Miss -> let player see that shot cross the screen so they know where it came from
  • This is to announce the flanking group of 1 – 2 guys

Redirect the Front

  • You can move your front around on the entry of a new wave
  • Retreat the remainder of the 1st wave to establish the new front
  • ANNOUNCE that you’re moving the front
  • Use this to attract the player’s attention to the exit/goal

High Priority Targets

  • Focus of a wave
  • Tougher than usually
  • Highlight entrance with geometry

In Tight Environments

  • Hand-script enemy behavior
  • Give them a single position to stick to
  • Chance for quick surprises

 

No surprise for writer, no surprise for reader -> Do something unexpected

Dropships/Enemy spawning vehicles should travel all the way around the battlefield before dropping enemies in, this lets the player see where they’ll enter from, and gives them a chance to knock out a big baddy

This all establishes BASE rules for combat encounters

 

By Ozzy

Graduated in May 2011 from Ringling College of Art and Design with BFA in Game Art and Design. Tech Artist with strong work ethic, organization and time management skills, initiative, adaptability, and communications skills.

Credits:
- Darksiders II (in production)
- Saints Row: The Third (Art Intern)

Specialties
3DS Max 2012
Maxscript
Python
Perforce
Unreal Development Kit
Maya 2011
xNormal
Photoshop CS5
3DS Max 2010
Unreal Kismet
Crazybump
Dreamweaver CS3
Premiere Pro CS5
MEL
Hansoft
Mudbox 2011
zBrush 4
Corel Painter XI
AfterEffects

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