This week has been heavily focused around finalising the new Aztec levels with their mechanics and decorations. To aid the jungle levels within the game I decided to create a water shader with various adjustable properties, which could be tweaked to create different water effects. This water shader has now been used in numerous places and helps add to the environment of the levels that we are constructing. A simplistic fish AI was also created and various fish prefabs were made to swim around underneath the water. This has no impact on gameplay but again helps add to the environmental aspects of the game. The new water is now also used as a “kill floor” for the player which if touched will trigger the respawn of the player as well as crates that the player can pick up. The first section of the Aztec glider level has now been fully completed with assets and incorporates a fishpond like environment for the player to navigate through. One thing noted during playtesting the level was that players would often get confused as to which of the four directional lanes they had been down already. To combat this, we decided to include a new spider web prefab which when touched by the player would create a dust particle effect and destroy the web. These webs were then placed at the entrance of each of the four tunnels so that players could clearly visualise which lanes they had been down already by spotting which lanes were missing the spider webs. Whilst the rest of the group were over at PAX on the weekend I also decided to experiment with some simple combat mechanics as well as a more open world approach to level design within the game. In one day I managed to create a new open world level using unity terrain and also added destructible crates with collectable coins and enemies for the player to hit with a throwable sword. This provided a completely new experience to the game which may be further looked into in the future.
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