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Game Goal (Key to escape)
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Goals for Final Day
Ive evaluated my feedback from the map. Both playlists only had positive things to say about the visuals so I wont be changing anything, today will be just focusing on getting everything left on my plan done.
Enemy Spawn Location
Make flare Pickups
Make Oil Pickups - DECIDED AGAINST
Make main menu, pause menu and death screen.
IF TIME make a friendly wandering NPC.
IF TIME a key to leave the buidling
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Play Test With Ewan and Finn
Ewan: Thoughts on Map Design (I.e. anything you'd change, issues, what you liked, what you didnt like etc):
Really cool map design love the pixel design with great detail. Plenty of rooms to explore each room being completely different to the next with some being intertwined creating a sense of mystery when searching around the building. I really like the raytrace reflections with the shadows and flare reflections just adding to the spooky effect.
Finn: Thoughts on Map Design (I.e. anything you'd change, issues, what you liked, what you didnt like etc):
I really really like the map design and theme, it feels both claustrophobic and open due to the wide halls and large rooms, but combined with the darkness and the need for flares makes the map feel alot closed in than it usually is. The low poly styled post processing allows for the game to run well and still look great due to the immense attention to detail George has put in the lighting, which really shows especially out in the courtyard. I think the map design is his best work yet, with every room feeling like it has substance and an actual place, rather than a blank canvas where he could've put things in but hasn't due to time. Even with raytracing the game runs well too, mostly due to the low poly assets that you can't even tell are low poly because of the post processing. The only real criticism i have is that this isn't really a "game", but as he intentioned to make a visual showcase and level, rather than an actual game it seems like a null point.
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Post Processing Issues
PP Material being resolution dependant fix:
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Lighting Issues (Shadows not being cast)
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Level Design Breakdown Video:
As I'm not particulary well at the moment I found it easier to record all my major changes in videos talking about them rather then losing my mind writing up loads of blog posts (Sorry Chris):
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Health Lighting System (REPOST)
This is just a repost as tumblr never saved my previous post for how I setup the health lighting system for my character:
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Room Floor Textures
I have textured all the individual rooms floors to make them unique and distinguishable from eachother.
Here is what it looks like:
Here is a video showcasing in engine how it looks:
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Outside area
I started work on the outside area. I downloaded a LOAD of free asset packs from open game art to decorate my map with as I wont have time to make my own. I wanted to make the area open and eery.
Here is what it looks like without the PP:
and here is with it:

The post processing here really is that final touch for what this area needs in my opinion.
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Increasing the Flares Light range
To do this I added a spotlight to the flare which will then gradually dim using the same code as the material when the time does on. I also made it so that this light expands when you thow it just like how a normal flare doesnt start off at its max brightness when you light it.
Here is what it looks like now:
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PP (Post processing) changes
Something about the post processing I wasnt happy about so I experimented by importing my own post processing materials pack I made and ended up coming across my pixelate effect. I tried it out and liked how it complimented the original post processing I chose. All I had to do was make some adjustments to the level of pixellation then I was good to go!
Here is a video of what it looks like:
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Map blockout
This morning I spent this time blocking out a rough map layout making many adjustments as I went along to make sure I was getting the scaling right. This took longer than I wanted it to but from here onwards it should HOPEFULLY be smooth sailing now that I have the levels template down.
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