Nanostray 2 Production Blog Talks Level Design

Dec. 13 3:10 PM by Alicia Ashby

I love a good production blog, even if it's for a game I know I'm not necessarily going to like. The original Nanostray had some good ideas but I couldn't get into the weird controls. Regardless, I find reading about the design process for upcoming Nanostray 2 pretty fascinating.

Before building a level, we first consider the basic theme and appearance. When we have a rough idea, the graphic artists start to model and texturise the various level components. The level designer now uses these tiles to compile his level, spicing it up with tricky passages, skilfully positioned obstacles and varied attack formations. At the same time he must always make sure that not too much action is taking place on screen at the same time or it could prove too demanding for the hardware. He must also ensure that there are never more than 2,000 polygons on the screen at once. If that happens, the DS is unable to display any more graphics.

Click on the link to read more. It makes me a little more curious to play Nanostray 2. Zanac's bringing back my taste for scrolling shooters...

Comments

Man I am probably a lone wolf in the matter, but I adored the first Nanostray and have beaten it a couple of times. It's interesting (and awesome) that it's going all-vertical, and I really like that you don't have to use the touch screen if you don't wanna. What could possibly go wrong?

 

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