Sunday, November 13, 2016

Level Design Week 5 Making it pretty

Working from the base of last week, I decided to change the coin counter into a point counter instead. The coins give one point, while a target gives 5. I also changed the side door to open with a button press.

Base:





Advice:

Tester 1:


What is the purpose of the outside hut?

  • It it to break up the area so the main house isn't the only building in the area. Looking into adding pieces from the package to make it look like a small generator room.
What are we picking up?

  • Golden nuggets leftover
How does the hidden target get in the room?

  • A ladder :) just kidding, its meant to be a secret room.
Could use more filling out on terrain

Tester 2:


Add sound for pickups

Can something happen when you collect a certain amount of points?

  • Add the door and light to other building to trigger after 40 points 



New Assets:

I chose the industrial pack due to its similar feel to my current level. I added new lights to fit better, updated the doors, painted the terrain, adjusted the lighting to feel more like early evening, added the third building, and added air ducts for aesthetic and to guide the players eyes.

Also added Background music.
"Hitman" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0

Redone:










Video:


1 comment:

  1. Nice work this week. Keep working on this level, make it into a nice portfolio piece! Give a end to the game. Also work on replacing your enemy shapes. Would be cool for you to add the AI.

    ReplyDelete