Sunday, July 12, 2009

R & Q build #30

Ok, so here are some of the latest screenies. I had to slap some textures in there, the one color thing was killing me. So, the red-ish machine is just a texture test, it's actually an outdoor machine fitted with some CrabMan Photoshop work. The rest of the pics showcase the mix station and the layout thus far. Things are moving along pretty well. I am feeling pretty happy about how the level is turning out. The level play mechanics are quite smooth. The player can jump around like flea on a hot brick without damaging themselves, (too much). Some of the falls will take 2-5 hit points off, however jumping off of the South Shaw tower...not such a good idea. Anywho, I'm going to post some digital level layouts and other various forms of documentation in a few. That's it for now. Cheers to all with a Leinenkugel's Summer Shandy!































Oh yeah! This is the "Redeemer" explosion. Essentially a small scale nuke. Ground floor == cooked! The weapon was shot from the highest point in the level, the South Shaw.

3 comments:

  1. I love the idea of having a redeemer in the level that can nuke anyone running around on the ground floor. However, I cant' think of anything more annoying as a player than getting nuked over and over. What are some things you can do to better balance out the presence of such a powerful weapon in such a small map? Can you perhaps provide a warning to those on the ground floor that the redeemer has been obtained? How would you do this?

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  2. This is looking fun. What are some ways to push the space further? Think about the shape of the space itself. What kind of new nooks or crannies can you come up with? Dig into some of those solid walls, floors and ceilings. Right now this looks like a giant box with factory stuff in it. Look at pictures of industrial spaces and think about how you can shake things up.

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  3. I have massive royalty free & personal sfx libraries. Maybe a "submarine" alert sound, or siren...something factory like? Perhaps even flashy/spinning lights throughout the level, orange? Maybe both?! That's defifnitely a sweet idea. I guess that's why they pay you the big bucks! :)

    I was thinking about another upper level on the outskirts of the large upper space. Almost giving it a small scale stadium-like feel. I'm definitely smellin' what your steppin' in with the shape of the space. I'll drop some plates and knuckle up for twelve rounds of throw down; the next array of screenies will have new-space goodness!

    I think I'm going to continue this project in UT2004, (just to strengthen my background in it). I WILL learn 3, starting now. Next term is my last one at school, it will be pretty low key. My plans are to start workin' hardcore on stuff for my portfolio. I have spoke with two of my great developer buddies,(the followers) and the three of use decided to "play our roles" and make something awesome from August to January. We want to use Unreal 3.

    Well, that's it for the moment. I'ma gonna get my shakin' gloves on and goto work. Thanks for the comments! Talk to you soon!

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