Been working on the level design aspect of the game which we're creating. This is my first go at looking at arrangement since preproduction, so I wanted to take some of the props we had actually in their to get a better sense of if the current layout is going to work.
I have came to the conclusion... it's not.
Not too bad a conclusion, there's still time to move things about. But I think as you can see from the videos below that one of the problems that this layout is having atm, is the trees just aren't going to be thick enough for this to work, and so I need to take it as a given that the players will be able to see beyond the glass wall. So I'm going to be looking at how I can add more levels of interest into the views, and how shaking up the positions of things could lead to a much more interesting experience for the player.
I'm going to look at the layout for the ruins next, at the same time I'm going to get some leaves and branches on those trees, as that'll better help me understand what they will and won't be able to cover, and give me a much better sense of the atmosphere.
Still of the current experimented area -
Playthrough of how this would feel to the player -
One of the comments from our last meeting is that the atm the player character feels really small, I personally think that this is due to the lack of foilage around the level atm, which means there's nothing to give scale to the player. I think if I have lots of normal sized plants around it'd make it clearer that the trees are huge. However, I might need to tweak the tree size if this is a continually problem in reading the level.

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