We've Been Greenlite!
After a week of VERY HEAVY planning, the long-awaited green light came. To say that we were all happy about it would quite the understatement; we had been wanting to go guns blazing into production since week one, and now we finally can. The first thing we nailed down was the process we're going to be using in production. Over the course of the semester, we're going to be dividing work up into 2 different types; content and framework. Content work is going to be focused on what needs to get done as soon as possible for the game, while framework will be about starting the bare bones of features to come, so as content work progresses, framework can be passed to content, and the cycle can continue.
As far as design work goes, all of us are going to be bouncing back and forth between the work types, but will all have our focuses. As for me, my focus will primarily be in framework. This way, I can get level block outs put together beforehand, and when they're ready, they can be passed on to content artists for visual polish. When I need to though, I'll move into content to work on any level adjustments that are needed.
Work This Week
So... now that we've got green light, that means something special; I CAN MAKE LEVELS!!! The first level we're working on is the train station that I mentioned a few weeks ago. All of us have some really cool ideas for this level, so I was pretty excited to get my hands dirty making the block out. What I didn't account for though was that my skills with Unity ProBuilder (our level design tool) were a bit rusty. It had been about half a year since I last worked in Unity 3D, so I guess it's a bit expected, but I'm confident I can relearn things pretty quick. Even with the setback though, I was able to make a pretty decent block out of the main area for the level.
The basic idea is that this is where a centipede or millipede train (still figuring out which one) will be stationary, and you have to go to other areas of the station to find and destroy objects that will allow the train to move (More on what those objects are in the next few blogs). I also put some small areas on the sides for the levels introduction and a secret area to unlock. Conor has taken over building some of the other areas in the level, so in the coming days, we'll be piecing our designs together.
Next Sprint
Already, things feel like they're moving very quickly, so by the time next sprint rolls along, we're probably going to be making more rooms for the player to go to, along with obstacle and enemy placement. I have a really good feeling that this level is going to be great, and it's going to be so much fun to watch this simple blockout come to life.
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