Thursday, 16 November 2017
Blockout Design
blockout design
my main idea for blocking out my level is to use a lot of different hight levels with a main inside area as well as a few outside spaces as this will allow me to define combat areas and provide weapons best suited to those areas, i'm planning on creating some sort of sewer system as well as some sort of abandoned factory on top.
above is a layer by layer initial design of my level along with weapon locations, armour and walkways. this design may change as i test it.
Blockout testing
after a bit of playtesting myself and some initial feedback from dan, i have changed a few areas, i moved the player spawn away from the flag a bit to make it easier to capture. another thing i'm not so sure on is the chimney launching mechanic as it damages players upon landing, to mitigate this i have added some health pickups on the accent.
another thing that needed work was the sewer system, at present it provides no incentive as a way of crossing the level other than above cover and the flak cannon, dan suggested having more than 2 entrances and also removing the damage over time mechanic from them.
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