And a vertical panorama, for scale!
Sunday, 27 April 2014
Fractal Library
Here is a very WIP preview of the Fractal Library - A water filled library, twisted off unto infinity. Side rooms coming off from the main chamber will shift periodically between different states and locations, where some may allow you to advance, and others may hinder your progress.
Tuesday, 22 April 2014
Level Design, Particles, and Negative Light
Level Design
One of the main responses we
encountered during playtesting was the user feeling lost and disorientated. To
an extent this is exactly the kind of feeling we want to evoke with our design,
however, there is a fine line between the player feeling a sense of awe or trepidation
as a result of a disorientating and immersive experience, and simply feeling
frustrated because they returned to the same point more than once purely
because the area or structure looks virtually the same as all the others. With
this in mind, I've taken several steps to breaking up the level in to
similar, but distinct parts.
Varied structures
Adding in the Gothic ruins
has already helped break up the ubiquity of the original church/cathedral model
in use. I plan to add more structures to continue this.
Foliage
The addition of ground level
foliage such as grass and trees has helped give more individuality to each area
Individualised buildings
In addition, I plan to make
the interiors of each church unique, through small details such as floor tiles
and props. This should help players remember whether they are somewhere new or
not
New Particles
In addition, I created some new particles for the entry points in to Fonthill, most prominently, the main entrance. These entry points will teleport the player inside the abbey.
Originally I had planned for
the particles to be cold blue colours like the collectables. But after some
discussion with the team I felt warmer colours would be more inviting, and make
the player more likely to swim towards.
Starting Cave
I've also begun creating the cave that players will start the game in. I created the cave walls, floor, and ceiling using polygon deformation tools in Max, and covered up the edges with Crysis rock objects. Originally, the cave was extremely bright due to reflections from the water and the time of day settings necessary for our underwater environments to not be pitch black. After looking up a tutorial though, I was able to use negative light to darken the cave, and get the look I wanted.
Thursday, 10 April 2014
Level concept designs
These are a few concept designs for the interior levels in the game:
The first is a simple corridor which will most likely be modelled on King Edwards gallery (this may be subject to change)
The player will, through picking up collectables, change the room eventually bending it to gain access to the next room, this will cause part of the room the bend vertically and water to pour into the room.
The first is a simple corridor which will most likely be modelled on King Edwards gallery (this may be subject to change)
The player will, through picking up collectables, change the room eventually bending it to gain access to the next room, this will cause part of the room the bend vertically and water to pour into the room.
This will then allow the player to access the second part of this level (which will most likely be modelled on St Michaels Gallery)
The floor in this room is broken up and will appear for the player within a certain radius the challenge in this room is to slowly walk around the room working out the safe path to the door.
This is an image of what a safe path could look like:
And this would be what the player actually sees:
We are currently in the process of modelling prototypes for these rooms.
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