Have you ever thought about expanding your own crime empire, without the legal and moral consequences? SIMULATE IT! Crawl into the dark alleys of the drug dealing business. Now with SIX big free updates introducing new mechanics, maps... and a sequel - DDS2 - is out NOW!
In DDS2, developing the map was a huge part of the game production. As the map here is 6 times as big as in DDS1, it was a challenge to make the place feel huge but at the same time make it approachable and possible for the players to navigate.
The first step was prototyping the gameplay. When we already had most of the basic gameplay mechanics, we first created a temporary testing map, which consisted of three small islands – two villages and one small town. This map was very simple so it could be easily shaped, changed and reworked during the process. We played a lot through the temporary map, made notes and had internal discussions on further changes. It gave us a good understanding of how the mechanics and game progress sit together and how we should approach the final world. How large should it be, how far is far and how close is close, considering both locally traveling by foot as well as using the vehicles.
Next step – general scale and size. After collecting all the knowledge from the first step, we could now design the general idea behind Isla Sombra - choose its size, complexity, and the number of towns and locations available. We first started with a draft on which we could discuss the game quest progression, territory progression, transportation and smuggling routes and the general mechanics of expansion. We adapted that draft to our limitations – time, budget and abilities. It's easy to overthink stuff like that and blow the project out of proportion, so we needed to put into it some time and thought.
After we were done, we could make the prototype of the map in the game world. Place the most basic locations, travel points, vehicles and a couple of hideouts. See how it plays out and how the designed scale works in gameplay.
When we finally agreed on the areas and map sizing – we could finally start to make Isla Sombra as it is today.
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The map is comprised of 10 main territories, and some of those are divided into smaller sections. On the islands, the player will find many “biomes”, from small coastal villages and small towns, through big colonial cities and slums, to jungle settlements and wilderness. The player will be able to travel around using different methods: by foot, a few options for quick travel, and some land vehicles and boats.
All the “biomes” (different kinds of territories) have their own faults and advantages. All have different shops and loot, varied types and numbers of enemies, and hideouts perfect for some operations but not as great for others.
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The variation in available commodities, ingredients, and varying degrees of risk in production and warehousing in specific territories allows the player to use different tactics when organizing the distribution of goods across the island.
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We have serene villages, but also rickety swampy settlements, poor towns, rich estates, and the work camp, which functions as its own region with specific mechanics and dynamics between the characters.
To put the size in perspective, if you’d like to jog around the entire map (plus boating yourself between isles), it’d take you around 1 hour just to take a simple route. This does not include sightseeing or exploring all the nooks and crannies of the islands, which we highly recommend you do!
ALSO, you can now find hidden DDS2 keys (activate after release) in special devlogs. How? And where? You will have to look around and find out for yourself. With love, Alyss <3
https://store.steampowered.com/app/1708850/Drug_Dealer_Simulator_2/