This week I planned on really going to town with
the Alice mesh however I found some more pressing matters within our level.
Having seen where people are at in other groups a started to really block in
the basics of our level. I really focused on the visuals and the layered feel
of the level, I am mostly focussing on the cave level as the other members of our
team are focussing on the other levels. Obviously everyone in the team has lots
of input on the decisions we make and we follow the concept given to us,
although our concepts are quite vague at the moment so we will really need to
work on these to refine them.
I asked Christy to make me some very basic rocks
to help create the walls of the cave, it didn’t have to be any detailed but it
had to look remotely like a rock. Once I got this from him , I scattered it
around the cave to give the illusion of cave walls. I then also started to
block out the ambient lighting and also start to think about the caves
lighting.
I also implemented one of the puzzles we were
planning, a simple tilt puzzle where you had to get some planks in the right
order and hit a lever which fills the water and raises a platform allowing you
to progress. This puzzle proved awkward in terms of blueprints, to begin with I
started by thinking about it to literally so I reassessed and thought about it
more in a game sense. I set the basics of the blueprint up with the intention
of later covering it with matinees. The puzzles is currently functional and
allows you to play through the rest of level from here I will figure out the
rest of the mechanics for the level although its getting quite lengthy at this
point and I may cut it down in the coming weeks.
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