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Reply To: AB 2 Glitches and Bugs

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@sutekh137
We don’t force you to play the levels right away when they get out, do we? :) Save some for a vacation. Seriously though, sure, I see your point. It’d be possible for us to hold off a while, and then add more mechanics than the usual 1-2 new ones we put in every chapter today. A steady and continuous delivery of new levels is however something that makes many of our players coming back to the game on a regular basis (obviously we measure this), and this is really important for us. However, nothing is black and white here. It’s something we need to balance, and I’ll make sure to bring the topic up for consideration.

Regarding the level generation: Some rooms are completely hand-crafted, like the boss rooms, tutorial levels, and some other ones. For other levels, they are prepared in forms of the sequence of what terrain goes into each room, what types and difficulty of towers and pigs being allowed to spawn and many other settings. This is all manually setup and balanced by our level designers. Also, the 500+ different towers have been put together by hand. When a level starts, there is some randomization being done to what exact towers and pigs are being put into each room in the level (restricted by the limits and specifications that the level designers have decided for that level).

This explanation is intended solely “for your information”, how it works technically, not as a standpoint if “many levels” through the use of generation is better or worse than few handcrafted levels. There are benefits and drawbacks to both approaches.


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