Temple of Light (5-11 May)

I started the last week by sketching a new version of the wind level. The reason for this was that rather than having “randomly” placed pillars around a big room which all looked the same I wanted to give the player some diversity while playing the map. In the new level the player now has the possibility to explore even more as they now have the possibility to walk through different pillars. Also, the new level has received a total makeover with a theme of a small “city”. The new version of the level feels much more alive than the earlier version of it. By also adding small assets the player constantly has something new to see with the living environment surrounding him/her. As usual I have also been fixing minor flaws in the other levels. There are places where the mirrors for example have had to be moved so that the game is no longer broken. It seems though as we might not use the darkness level and the treasure chamber due to the lack of time. This is not necessarily a bad thing as this gives us a bigger chance to make the three other levels look outstanding.

 

There was also some ideas of creating an extra level for the game which would implement all the different features from the different levels. I personally do not think this is a good idea as we do not have the time in my opinion. All though, I started sketching on this level and started to model it in UE4 but for some reason I am not quite happy about how it is turning out. We will have to see what happens with it. Maybe it can be used after GGC if the group keeps working on this project.

 

I also started writing on the post mortem. I have not gotten that far yet but have managed to get together a template. The introduction is nearly completed as well as the method. Further work will have to be done on the paper the coming weeks.

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