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Jordan Christison

IGB400 Week 11 Project Update

For this week, my main goals for my project was to finalise the texturing and polishing some of the assets, and to import these assets into Unity to begin resizing them.


Successes:

Primarily, I just wanted to get an initial idea of where I wanted each of the islands to be positioned, and how the changes to their overall shape and size would differ from my first iterations of the level design.


My layout has changed rather drastically from the above image, which included a secondary cave area on the second island for the player to explore and collect items in. Instead, I have decided to have a series of hedges to create a type of maze-like structure for the player to navigate, as well as a number of platforms for the player to climb.


I found that the second cave was not particularly cohesive with the rest of the aesthetic of the level. While the starter cave on the first island did, the second cave was rather redundant and unnecessary.


The following image shows my level layout as it currently stands.


As you can see, the layout of certain areas has changed completely.


The starting island (first) currently lacks the starting cave-area, and has undergone a number of cosmetic changes, making it more spacious, with a section cut off by a large protrusions of crystals, keeping the end of the level inaccessible.


The bottom section of the level (second) now has a second set of pillars that the player must traverse across, rather than the single set, with a small island in the middle. These pillars have also been made shorter than the other main areas of the level, meaning the player can easy jump down to them, but will be unable to return to the main island until they reach the end of the level.


Another change is to the upper section of the level (third), where there is no longer the two large islands, but instead a smaller one and the larger, middle island. The bridges connecting these islands were also changed from flat to staggered.


The tower has been imported and resized on the tip of the largest island. Its colour scheme has been altered to make suit the other assets, with the ledge now highlighted in bright yellow, making it obvious to the player that it is significant.


The above images show the design and positioning of the platforms, giving the player more manoeuvrability and more interesting objects to traverse throughout the level. Once implemented, I intend to have a collection of gems on each platform as a reward.


The designs of the hedges have also changed, so that rather than being one long line of connected pieces, it is instead individual pieces. This makes their placement easier and allows for more interesting patterns to be created.


To offer some diversity to the environment as well, these small juts of land have been added, giving the player more opportunities to move in different manners.


Challenges:

Some difficulties that occurred during this week was with some of the textures of certain assets.


As shown, the grass, the key, and the gems are all lacking their correct textures. I will have to redo the texturing in Maya for all of these assets and re-import them into Unity. As well as this, for the key and the gems, the animations for them are not functioning.


Goals for Next Week:

Next week, I intend to have all assets imported into Unity, with their correct textures and animations all working as intended. I will endeavour to finalise the level layout, including where the collectable items will be sitting. I will include the separate island which will house the key needed to reach the end of the level. I will have the end gate and bridge implemented.

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