• Advertisement
Sign in to follow this  
  • entries
    235
  • comments
    509
  • views
    172309

Karnathus

Sign in to follow this  

103 views

Today I did a bunch of level design work. It's probably the first time I actively made changes to a level based on gameplay, rather than looks, or just random ideas.

First I dropped the wall heights to 4 meters, down from 8. This makes it so the camera rarely has to adjust its height to avoid clipping.

I also added a noise pass to the wall tops, which really helps to break up the lighting and make it seem more ruined.

I took out the side paths across the water, to make the bridges more strategic, and moved one of the doors to another room to force the player to go through it.

I also added a light to a room to make the door more visible, and the metallic columns shine more.



I took out the bubble shield a while ago, and the game feels better now. Now you have to actually dodge and/or use the environment to your advantage.

The game is simple at this point, but it is fun...

Sign in to follow this  


7 Comments


Recommended Comments

Guest Anonymous Poster

Posted

Lookin really good man! Keep it up.

Share this comment


Link to comment
Quote:
I also added a noise pass to the wall tops, which really helps to break up the lighting and make it seem more ruined.

Is that a texturing effect? the tops of the walls in those images still look unnaturally flat to me [oh] Some geometric noise on the wallks would probably add a lot to making it look ruined...

Quote:
The people demand a demo of the game

2nd'd - you can't tell us it's fun to play and not let us try [grin]

A rolling demo would be nice as well [wink]

Keep up the good work,
Jack

Share this comment


Link to comment
No, it's a geometry effect, but perhaps I need to subdivide the tris and give it another shot of noise or two.

Share this comment


Link to comment
Guest Anonymous Poster

Posted

How about a random walk function that has a bias towards the upper limit to "ruin" the walls? That would create bigger holes at some points but have reasonably smooth walltops at others. Something like that with a bit of tweaking might do the trick. Perhaps use two of such functions, one for each side of the wall.

Share this comment


Link to comment
Quote:
No, it's a geometry effect, but perhaps I need to subdivide the tris and give it another shot of noise or two.

Ah, okay. Definitely needs more emphasis then [grin] On a closer inspection i can see what you mean in the second of the images.

From what I remember of your editor you can probably do some funky stuff with holes/cracks in the walls. Could be a pretty sweet feature - odd shadows cast through cracks in walls, making it more difficult to move around a room because you know the AI nextdoor might spot you...

Jack

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Advertisement