Head Level Designer of Flaming Brain Studios. And I am a Newb!

Report RSS Level One Update 3/31/2010

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Well, it's been a while since I have updated my blogs. It's been crunch time with the TGC (Triangle Game Conference) just around the corner. I put in a lot of time this weekend / week on level one. It's no where near finished, but I added some things to make it seem more like the concept art and not just an empty hallway. Check out the pictures.

I used everything that Plugh and the videos have taught me so far. There is no good lighting in the level yet, except for the "sunlight," the rest of it is subject to change.

All of the textures in the hallways will most likely be final. The textures in the main landing area are god-awful and will change. The columns are just place holders for the time being.

I redesigned the whole layout of the landing area. The idea of the walkway was cool, but falling off of it was annoying, and it just didn't make much sense. How would you store things quickly? What if something or someone fell? I think it will make for better combat too.

The reason the sun is showing in is because I haven't added the sliding blast doors to the top yet. What will happen is when the player walks into the room (most likely when he hits the stairs) the doors will open and the player will see the drop-ship fly in and land. The doors will then close and you'll find out what happens after that when you play the game. ;)

I want the lighting in the hallways to be well lit, but kind of dark too. That way, when the player enters the main landing area, they will be astonished when the bright light of the planets sun shines in.

Hopefully, sometime this week, I will do a workshop with Plugh over TeamViewer and he'll teach me some more things and critique my level.

Thanks for reading!

-Eth

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