Last time we looked at one of the first arenas we ever created, the Space Platform. This time we’ll be taking a sneak peek at our most recent creation, the Enchanted Forest.

As it was one of the last arenas to be conceived, the mechanics of the Enchanted Forest are more refined and initial art is of a much higher standard than that of the Space Platform. At least, I hope that’s what you’ll think!

Speaking of mechanics, what can you expect to find waiting for you inside this magical forest?

Well, the two rows of bushes on the top and bottom of the arena are areas for a player to hide in. These can be used both offensively and defensively. While it’s tricky to hide yourself away for any extended period of time, it might be just what you need to get that crucial shot off in a particularly hectic multiplayer match. The addition of the hedges gives players the option of playing a slightly more tactical game than in other arenas.

The second mechanic you’ll find is a set of vines that cover the part of the arena floor and block your shots from flying across the entire level. Worry not though, a single hit with a disc (or a deflect) will take them down – albeit only for a short time before they grow back. Positioning yourself well in the Enchanted Forest is key: use the hedges to obscure your whereabouts and the vines to protect yourself from direct shots.

The original design called for an arena that would never be the same twice. Of course, procedural generation came to mind but this idea was left on the cutting room floor, due in part to my son’s impending birth and the time I would be able to spend working on the arena. In addition to this, it became clear during testing that having vines all over an arena didn’t mesh well with DiscStorm’s frantic, fast-paced play-style. We did preserve the visual aspect of regrowing vines though.

Something that you may see in some screen shots but not in the single player is the ambient shadow layer. This feature was a great example of why developers sometimes have to sacrifice visual elements in favour of playability.

Originally, the plan was to have a layer of shadow representing the swaying canopy of the forest overhead. At certain points in the single player campaign, we telegraph to the player that an enemy is about to enter the battle from above by placing their shadow on the ground. It’s an obvious way for a player to move out of the way and an easy one to code in.

The clever amongst you may have already seen the problem - a black shadow on a black background is nigh impossible to see. There are solutions, such as making the shadow a different colour or ringing it in red. However, we chose to preserve one aesthetic element at the cost of another. As a result the canopy shadow layer does not appear on the single player campaign but will appear in the multiplayer version of the level, as it doesn’t affect gameplay in the same way.

As we get closer to releasing DiscStorm things are getting hectic around here, but it will all be worth it when everyone is finally able to get their hands on a copy! Look out for more updates on arenas, characters and bosses in future blogs. If there are any particularly things you’d like to know more about, drop us a comment or Tweet @XMPTGames and we’ll get back to you!