level 12
前两帖
The Room 2-游戏制作过程
https://tieba.baidu.com/p/3491549136
The Room 1-游戏制作过程
https://tieba.baidu.com/p/3489768207
2016年02月04日 02点02分

Development on The Room Three began early in 2014 shortly after shipping The Room Two. Mark Hamilton (Design Director) wanted the player to start the game within a train carriage before being transported to the mansion (later christened ‘Grey Holm’), where they would spend the majority of the game. One of the new challenges for the code team was creating the illusion of travelling through the English countryside and creating a series of seamless tiles which combined to create a looping background. This initial work was done using ‘white box’ placeholder artwork, to get an accurate idea of the scale and speed we needed to best sell the illusion. At this point investigations into a figure seated opposite the player began to happen, as well as an elaborate box for the player to open.
The Craftsman is the architect of the puzzles in The Room Three and the primary antagonist who lures the player to Grey Holm. It was therefore important that the player’s first encounter with the player was impactful as possible and as we had already used FMV (Full Motion Video) techniques in the previous games in The Room series it was a natural decision to go down that route rather than using a CG character. These images show Lyndon helping Mark into his latex mask and period clothing to get in character (note the Main Menu designs for our VR game ‘Omega Agent’ on the whiteboard behind). The lower left images show the image sequence used in the final game, with the lights of the train tunnel highlighting The Craftsman creating an air of mystery and menace.
The Clocktower was probably the hardest level to get right and went through many iterations during development. Initially Chris looked at ways for the player to use time as a mechanic to give an extra dimension to the puzzles and build upon the Clocktower theme. The idea was that the level itself would change as the player winds time forward and backward, ivy vines growing and receding, the time of day changing and even the crow in the bird cage dying and coming back to life. However it proved too complex a design to implement successfully, with the player not only have to deal with puzzles set over several rooms, but also set over several time zones with a high possibility of finding themselves in a temporal paradox.