This then acted as the basis for an illustration in photoshop (fig.3), demonstrating where the shortcuts would appear. The developers created another mock-up of how the world would link together using recycled post-it notes to signify each zone, with colors representing the district (fig.2). For example, if you are climbing the mountains, it makes sense that those things are on top of all the areas.” Connecting the map It doesn’t mean that things are on top of things, it’s just that they are connected from that place. “And that was our attempt to create a realistic arrangement of all the areas from 2D to 3D, so even if everything is connected in two-axis on the world map, we see it as an abstract representation. “There is a map of Cvstodia that you see when you use any of the teleports,” says Colinet. As a result, the studio developed an alternative map you can see in the game, which helps to put the world into its proper context. The game has a number of outdoor areas, which makes it hard to add new scenes on top of others without the composition of areas feeling slightly off. Though one unexpected challenge of adapting these techniques was connecting the areas in a way that felt believable. Areas that were grouped together like this would have a strong similarity “thematically”, “artistically” and mechanically. The first district, for example, is composed of the villa, the forest (bosque), and the Cemetery of Churches (or Churches Field). The text in green are the zones, and inside the zones are all the scenes that compose it.” “So a district will contain several smaller areas called zones. “The text that is in red (see fig.1), that’s what we called districts,” says Colinet. The studio put together a rough outline of this new map on a whiteboard using this different approach, and came up with the idea of splitting areas into three distinct categories: districts, zones, and scenes. You can see a demonstration of this in the narrative prototype that was shared with the game’s Kickstarter backers. However, in June 2018, the team switched to a screen-based approach, as the levels began to feel too big, were hard to work on collaboratively as a studio, and were not optimal for performance. The initial approach they took when building the map was to have each themed area take the form of a scrolling environment. Our intention was if you are the kind of player who likes to explore every corner of the map, then that’s fine, but we don’t want players to backtrack or explore areas if they don’t want to.” So, the problem was we were not really…comfortable or confident about the idea of opening areas with new abilities. “It looks like a Metroidvania game, so it had to feel like one. “I was pretty confident that people expected something similar to Castlevania,” says Enrique Colinet, the level designer on Blasphemous. Along the way, you’ll unlock new shortcuts, discover helpful relics, and talk to NPCs within the world. Tasked with ending the curse inflicted upon the land of Cvstodia, you explore a world inspired by Spanish folklore and religious iconography, completing several trials and defeating challenging bosses. In Blasphemous, you play as the Penitent One, the last survivor from a congregation known as the Silent Sorrow. The studio used a number of tools to map the game out, developing the layout from a simple whiteboard sketch to the version you see today. This meant devising a map that would be satisfying to explore non-linearly and translating techniques from popular three-dimensional games into a two-dimensional context. Taking inspiration from Dark Souls, the developers wanted to give players the ability to choose how they explore more freely.
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