Lotro Book 13: World Design Goals
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Lotro Book 13: World Design Goals
By the time we started development of Forochel, Lotro were quite familiar with wintry landscapes. Between the Misty Mountains, the Coldfells, and portions of Ered Luin (and New England being what it is), we know snow! The trick with Forochel was coming up with a presentation of a snowy landscape that didn¡¯t look like our previous areas.
To achieve that biome difference, Lotro hit the photo and film references. Like all of our regions, Lotro called upon references from the real world to develop a set of textures and assets that would make Forochel stand out. During this process, Lotro decided upon a distinct lack of trees across the majority of Forochel as being one of the region¡¯s distinguishing factors. The lack of trees led to some interesting challenges; trees add a lot to our landscape ¨C they fill space, provide decoration, and easily break up sight-lines and can make an area feel more interesting and varied. Lotro still used trees in some portions of Forochel (primarily as a way to introduce players to the region) but this goal forced us to think differently in how we decorated our landscape.
One of our chief goals for Forochel was to make it feel massive, and Lotro were able to achieve this in two ways. Since the completion of Lotro Book 11: Defenders of Eriador, the World team has been working on Forochel. This allowed the World team plenty of time to develop and polish the landscape before heavy content development on the region occurred. This also allowed the Content team the time to fill the landscape with quests, and at the end of Forochel¡¯s development, Lotro have a region that rivals the North Downs in size. In addition to the scope of the playable landscape, we wanted the region to feel expansive, so we used region-impassables that are much lower than those found in our other regions. This gave us the opportunity to develop forests and tundra beyond the playable areas, giving this already large area a much larger feel. This also provides an excellent opportunity to expand Forochel in the future if we so desire.
Another special addition to the landscape of Forochel is the introduction of some brand new landscape technology ¨C Dual Heightmap Landscape. This feature allows us to develop more organic cave settings on the landscape (similar to the Dwarf neighborhood) without having to use large numbers of rocks to plug the ceiling. This tech offers some very exciting possibilities for the future and we¡®re happy to introduce this feature to players in Forochel.
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