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The official Star Wars: Galaxies site has been updated with a link to a lengthy post from Haden "Shug_Ninx" Blackman (Lucas Arts Producer) in which he explains the "Planet Selection Process", i.e. why he and the other developers picked e.g. Tattoine as an explorable planet.
Here's a snip:
Several months ago, as we began announcing our player species, I wrote a post about how we selected those species. At that time, I promised to post a similar message explaining how we developed our list of “explorable planets.” At long last, here’s that post… I’ll start with a quick update on our world-building progress and recap what we’ve announced thus far, then go on to describe the planet-selection process from a high-level perspective. Finally, I’ll discuss the criteria that we found important in determining which planets we wanted to recreate.
RECAP
Here’s what we’ve revealed, and where we’re at now:
*Star Wars Galaxies will include several explorable worlds. We haven’t announced the final number yet because we don’t want to paint ourselves into any corners. We have said that we’re hoping to include somewhere between four and twenty worlds, but I can now safely say that it will be between five and twenty worlds . As soon as we complete one full world – including terrain, building placement, etc. – we’ll be able to narrow that range a bit more. I wouldn’t expect a final, hard number until next year.
*We have announced that the game will include Naboo, Tatooine, Yavin 4, and Corellia. Again, we do not expect this to be the extent of our worlds – you will see others added to that list in the coming months.
*We currently have four planets in full development. Naboo is the furthest along, with Yavin 4, Corellia, and a fourth unannounced planet right behind it. We’ve also done quite a bit of work on Tatooine, but it (and a few others) are scheduled to be completed after the other four.
*City-building has also started. The world designers are beginning with Theed on Naboo and Corellia’s Coronet, focusing mainly on layout and using temporary buildings to establish the proper traffic flows. After the initial layout is established, the designers simply walk around in the environment to see if it feels right. Coronet has been redesigned about six times because we really need to find the right mix of complexity and ease of use for our cities – cities should be interesting, but you shouldn’t necessarily get lost every time you visit.
*Maps for our full list of planets have been completed and are in the middle of the approval process. World designers are hard at work creating missions, fleshing out points of interest, and developing other information for each world.
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