Issues and fixes
- Ben Nichols

- Mar 5, 2021
- 2 min read
This week me and Sean ran into issues with the fact that the map wasn’t symmetrical even though all the modular pieces were the same size. We later found the issue, which was a corridor that I had scaled down in the start area, this caused a domino effect on the rest of the map. We had a meeting discussing this, basically stating that we’re not going to change any of the scales of the original modular pieces as this would mess up the symmetry. We also discussed how we were going to snap all the pieces together to make sure that when we stick our individual sections together there won’t be any issues with symmetry. This was a really crucial meeting and will definitely helped us out in terms of avoiding future issues.

This is an image from our discord group chat, which is acting as our level design guide for how to snap pieces together appropriately
We also discussed in the meeting how we wanted to make sure that all our work was professionally structured in our hierarchy. Meaning that all the piece were clearly labelled and prefabbed, which will make working on this project in the future way easier.

As you can see from the hierarchy above, each section is appropriately prefabbed and easy to interact with
With the two start sections appropriately snapped and the hierarchy sorted, we’ll be merging our two sections again today. This will show us how effective our snapping techniques have been in terms of sorting out the symmetry. After this we’ll be moving on to the next two sections of the game, the aim is to be finished with these by the end of next week (12th March).
This has been a really important week, especially in terms of level design for the game. We’ve pin pointed issues to avoid for future interaction with the asset pack and have overall improved our professionalism when approaching the level design for this game.



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