We kicked off the first day attempting some level planning and while we were advised to focus on a layout before thinking about content, without something as a focal point we weren't getting particularly far so we switched to moodboards to help with idea generation.
Of all our collective moodboards the images that caught our attention were greenhouses that had interesting, coloured lighting. This seemed a good starting point for creating some usual scenes and atmospheres and was a large factor in the final selection of our greenhouse level.
After settling on a more solid idea we started to once again arranging a layout for the level and the pathways for the player. Becky, from the ideas discussed threw together some simple plans for what we had in mind with a summary for the player's journey.
We delegated work mostly by rooms, breaking off to each tackle a certain room and tasks to begin with. For my part I choose a feature that I had wanted added when we were suggesting ideas with was a flooded lower levels. I thought some corridors that resembled a sort of maintenance area for the rest of the facility would be a nice contrast with mechanical components and man made lighting to the organic shapes and natural light of the greenhouse upstairs.
Since these maintenance tunnels would be fairly sparse and populated with mostly modular components I also took the job of modelling the panels for the shipping containers that would be used to construct the level itself.
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By the end of the week I'd been in engine also, starting to try out materials for creating water for the flooded levels and stepping up blueprints in testing files to get doors opening and lights turning on which are simple enough. What I really want to try and get running is a way to add footsteps that change depending on what type of surface the player is walking on. The documentation I've found for it doesn't seem that hard for a 3rd person game but the fact we're working in 1st is complicating things. Other than this I finished the panel modelling ready for next week and have moved onto modeling my share of the assets to populate the level with.
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