Currently for GAD we are working on level design for the concepts we made and have been developing over the past few weeks. My concept was more of an open world/sandbox type idea that had linear elements but was mainly focused on doing whatever you wanted. Since we are on the level design stage of development, I am having to work with two things that weren't made to go together. I have managed to fit somethings into my flowchart but overall it would be the same for each level, just the words for the main objective would be different. Because of this, my motivation to work on this project has not really been that high. The world I created isn't that complicated but trying to map things out in such a way that should be intuitive and obvious in your head but ultra tedious to record has been not fun. There are some easy things to map out like "explore! :)" and such, but it always feels disingenuous and having to write it a bunch hurts my soul. Pure sandbox might be easier to map, like in Gmod. You just say "open menu", "place thing", "interact", and then edge in some repeat or alternate pathing or something like that. Overall I think I'm just not good enough at recording things efficiently to take on a sandbox game in level design, as the possibilities are endless, and sometimes even basic things or the way to access those endless possibilities are also complex
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Over the break, Payday 2 went on sale. I decided to buy it and immediately fell in love. Payday 2 is a heist/contract fps that lets you do missions however you want. You can go in loud, quiet, or a get in quiet and then cause a ruckus. You can do the bare minimum or you can overachieve. You get rewarded for exploring levels and doing more than you have to, like opening non-required safes getting out unnoticed. The gameplay is also dynamic; guard locations and routes change, item locations change, camera/security room locations change, even entire vault locations can change. There are also a multitude of different builds you can go for. There are perks (which eventually, if you play enough, you will get all of) that in the beginning, you can format to support a multitude of things like stealth, health, utility, guns, etc. There are also decks that give you special abilities. You can only use one of these decks at a time, so it's good to plan out what weapons and perks (if you don't have all the perks) to use around your deck. There is suck a large variety in how to play missions and how to equip yourself that I rarely ever find myself getting bored. The mechanics are so satisfying that even if there is an easier way to do something, I will continue to try and pull off whatever I was trying to go for before instead, just to say that I can do it that way. There is also a host of DLCs that aren't required but do add a lot like weapons, missions (if you are hosting them; you don't need DLCs to join DLC missions), cosmetics, characters, and perk decks. Overall, there is so much to do and so many ways to do it that this game never gets old and is a blast all the time.
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