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Using Asset pack (21st Feb)

  • Writer: Ben Nichols
    Ben Nichols
  • Feb 21, 2021
  • 2 min read

Since the last post we have made a lot of progression as a team, we’ve made sure that the repository is properly set up and that everyone is on the same level/updated version of the game. The game now has a basic blackout and working character controller in the game, with our artist working on props and gadgets waiting to be plugged into the scene. In terms of level designing we’ve have started to plug in the asset pack and I have made the starting/spawning section of the map along with the neutral corridors which are a working progress.

Areas below are the first pass at creating the starting area for our game

Starting area, we are planning on this being an area where the player can shop.

Clone room (Part of the starting room), will be adding an animation when player spawn of them coming out of the middle tube.

Below are the neutral corridors:

Issues:

Ran into some issues with the level design so far, the first issue which was easily resolved was the size of the original blockout was too small for the asset pack and as the modular pieces of the pack had so many components it didn’t look right scaling down the asset pack objects. Easy fix, we decided to just scale up the player and use the default size of the asset pack, this means that we can still use the blockout seen above to help us format our scene. The other issue that I have ran into is getting all the corridors on the right height level and scaling the corridors appropriately, not so much that they look out of place. A temporary solution to the height issues was to put in stairways (As shown below) this covers up the issue, though I am planning on coming back to this an reformatting the neutral corridors.

Me and Sean (the other level designer) will be aiming to finish the first two sections of the game by the end of our current sprint (26th Feb), I will be creating the Red section while Sean creates the orange section. This will be very helpful to me to have Sean jump in engine as this means that we can double the rate of production of the level, and gives us time to work on other priorities (other modules/work). Our plan going forward after the production of the first two sections will be to heavily test these areas before moving on to the next two sections. It has also been decided that we will be creating 7 sections instead of 4, this is open to change if any delays or issues occur.

The project is going really well at the moment with the team, we’re in constant communication and everyone has got a task to do. Am excited to get stuck into the next couple of weeks and really delve into creating the game.

 
 
 

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