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Showing posts from November, 2014

Regions, Events, Sound Design, Collectibles & Assets...

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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

More Level Layout

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So initially had some redesign ideas that I wanted to incorporate into my level, as such I'm still in the block out stages for the asset placement, Though I can't see this taking much longer as my other modules deadlines are out the way with for now. As such, I might cut the scope of the level down slightly, mainly so I can polish the level completely for final submission, but more so as I may have started too big, I don't want the player seeming to have lulls throughout the level with no enemies to kill, missions to complete and so on. For this weeks submission I have redesigned the first major scripted event section. I wanted the player to gather another small taste of what's to come, as such I didn't want the player to "keep heading north" through the level so I rearranged the original placement to change the route from the original level plan: The area above is not accessible to the player, as such I wanted to create a sense of security at the

Level Progression 2.0

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For my update this week I've added another small section of the laboratory in addition to tweaking my previous scenes with various assets (Doodads). Firstly, I will briefly give an overview of the doodad usage through out my level and how it will impact my scenes. Within the Starcraft 2 engine each doodad has a number of variants, by tapping the "<" or ">" keys I can alternate between all of the available variations for that particular doodad. Using these doodads I can combine them in simple ways to create a larger asset - Though there are more complicated ways of doing this I will research later on in the project (In terms of creating new enemies, structures that are one prefab) Here's an example of a group of doodads - These include a destructible unit (The test tube), a Decal (The white circle/line) The dead scientist and the blood splatter: By combining these doodads and adjusting the scale/variant I can create a more distinguished feel

Level Design (Progression)

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For this update I've been expanding on the environment style a little more. As such I've created another section of the level (Though it's still subject to change in aesthetics) that will serve as a mini in game tutorial and showcasing future mechanics and scripted events to add to the fun factor of the game. The design of this room is primarily to set some narrative for the rest of the level, this will be the tutorial section that demonstrates the abilities that the player can utilize and showcase some of the enemy types that they will come into contact with through out the game: The image above is continuing from the last post update. The initial walkway section will be utilized for a small control tutorial and narrative text/dialogue for the player. The theme is set around a a laboratory/space station - Though the motif will change as the level progresses to allow for a different palette of assets and tile-sets, breaking up the uniform sterile look that the l

Initial Mock Ups

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After researching more into my final year project I have been sketching up some level flow designs. Initially I find my design methods differ to most of my peers, I tend to work very loosely, if at all to my designs, though this heavily depends on the genre. As such, this causes me to deviate from my initial designs and level plans in favor of a better flowing level and visually stimulating environments. I finally got to jump into the editor as I didn't want to spend too much time researching my project and learning new features to incorporate into my project. My first hurdle was as soon as I started: "What environment do I want to base my project around". my choices are nearly endless, Jungle, Snow, Desert, Space Station, a combination of any of the above and so on. I started to block out a jungle environment, As visually I thought it would work the best, but changed my mind half way through and settled for a space station instead - I feel it will fit to the narrative