Regions, Events, Sound Design, Collectibles & Assets...
Another short update as my module progress. As usual the pre-production stage is underway and as such I'm still in the process of adding assets (doodads) throughout the level. As previously I'm aiming to help aid the simple narrative with the use of in game props and their changing style as the player progresses through the level. In contrast to previous updates I've started implementing destroyed assets to push the narrative forward, as my primary goal is to avoid too much repetitiveness through multiple use of similar assets. Continuing on from my last update I've refined the long hallway with hints for the player, via placing certain assets down: The hallway is easy to navigate at first glance, but as the player progresses parts of the ceiling will begin to fall down causing for avoidance based mechanics. Though my aim for this level/prototype is not to create revolutionary mechanics or level designs but simple to test my ability regarding these design...