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Inside the Box: A look at Borderlands 2 Mission Editor

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Articles like this are really good on a number of levels.  First you get to see a glimpse into what it takes create a mission after it has been storyboarded.  This would include actual game programming and take into account art direction (at some point).  This is followed up with a look at actual game engine programming and how things are timed.  The one thing I have discovered about games after playing Borderlands 2 is that no matter how good the level design is there are always repeated elements based on "time".  For instance when you have completed the game every time you visit the "Bank" in Sanctuary you hear Lilith, Brick and Mordecai talking about what to do next. 

This happens every time and its because the game time hasn't advanced.  Every time you come back after exiting the game the interaction is reset.  This quote kinda sums it up.

If the level just loaded was Sanctuary, but Hunting the Firehawk isn't yet complete, then the Lilith that lives in Sanctuary is destroyed. This is because even though her Pawn is placed in the Sanctuary level, the story says she isn't supposed to be there yet. Likewise, if the level just loaded was Frostburn Canyon, but this mission is complete (i.e. the story says she's moved to Sanctuary), then the Lilith in Frostburn Canyon is destroyed. Don't worry, I'm told the process is humane and she doesn't feel a thing.

The article is a little long but worth a read if you are interested, or just love all Borderlands 2 related stuff.

Related Web URL: http://www.gearboxsoftware.com/community/articles/...