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Writer's pictureBilly Beanland

Senior Production: Week 5



Big Update!


Big news has just arrived; Arachnotron will be one of the games competing at the Mass Digi 2019 Game Challenge. On top of that, I was chosen to be one of the representatives for our team at the competition, alongside our producer Matt, our lead programmer Nick, and our lead designer, Evan. I'm super excited for the experience, and confident that we have a good chance of winning.


Work This Week


For most of us, work was geared towards making the build for Mass Digi, but since the train station won't be in that build, I stuck to framework this week. The big thing I wanted to get done this week was cleaning up the level. Originally, I made the main area and the first side room when I was still a bit rusty with ProBuilder, but since then I've learned some new techniques to make everything look and play better:


  1. When making a level, the walls should always be planes; this way, we can see the interiors of the rooms without having to zoom in constantly, and it makes for way easier management.

  2. Try to use the pivot points and snap setting as much as possible to get everything to line up nicely.

  3. Third, Extruding is your best friend when it comes to making new walls and unique obstacles.

This last one is something that I still need to perfect when it comes to non-walls, but I think I'm starting to get a better sense of everything. I think I'll also need to help Conor out with building levels more, since he's still been struggling.


Anyways, the fruits of my labor are a reworked version of the train station that's in general, much cleaner. Most of the edges line up properly, and all of the walls are made of planes. I also started incorporating the electrical canister that we have now to open doors. One thing this level still needs though is more obstacles, so I'll probably go in before the end of the sprint and add some more.

Everything put together!

Next Sprint


So next sprint is when Mass Digi is, so my workload is probably gonna be quite a bit less than it has been in terms of in engine. Most of my hours are probably gonna come from actually working our table at the competition, but I'm comfortable with that since I have experience tabling at Pax East and RPI Game Fest. While I'll be doing less level design, this sprint is looking pretty fun.

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