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Week 6: Level Blockout Done

  • Ryan Hughes
  • Mar 3, 2024
  • 2 min read

For the development this week, I focused on finishing the above-ground sections of the level with assets. This meant changing out all of the block-out walls for assets, making sure that the landscape is even and playable while the player is walking over it. The level is far from complete but I'm happy with the current stage that the level is at. For the next stages of the level, I will move onto the underground tomb area to also transform that from blockout to assets. However, that will come at a later stage in the development. For week 7 and onwards I will circle back to developing new mechanics and also fleshing out what I have already developed.


Level updates: As I mentioned I have updated the above-ground sections of the level with assets. Moon Temple Area Updates:


Sun Temple Area Updates:


God Temple Area Updates:



Aside from just replacing the blocked-out primitive shapes with the chosen assets, there was a lot of work that went into tweaking the landscape to fit around them. There were lots of instances where the landscape needed to be smoothed out or a slope needed tweaking. thankfully the landscape tools are very easy to use. This week's development didn't consist of many challenging tasks as I already had the entire groundwork of the level laid out. It did on the other hand take a lot of time to get all of the pieces just right. This is because I'm using a couple of asset packs together at the same time so finding ways to make things fit together can take some extra time to make it look right.


Along with completing the initial playspace asset pass for the above-ground area, I also finished the first stage block out for the underground area. This is all of the walls and floors in place which will make up the playspace. It's at a very primitive stage at the moment and will stay that way until a later stage of development. My next stages of development will be on furthering the mechanics and gameplay for the game. I plan to get a fully playable build that is functional in the above-ground areas and then that will naturally translate to the underground tomb area. At that stage, I will then return to level and art design for the underground sections.



My next plans for the mechanics:

  • Fill the level with functional doors that can be bought by the player.

  • Get all of the buyable weapon actors set up in the level.

  • Set the spawn points up around the level.

  • Perks and Traits





 
 
 

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