Development Log 2 - Rhys Griffiths
This Dev Log covers my progress designing the level blockout.
After bringing the previous level blockout into the engine, I felt like it was not satisfactory for the needs of our game.
I designed a totally new gameplay arena. I made it much more vertical and careful considered different areas and routes for player navigation.
The rooftops are arranged in a spiral that allow players to jump to the top if they pull off the correct skill jumps. The main castle area has entrances from multiple avenues.
The triple jumping mechanic will also allow you to just make certain jumps if you time it correctly.
Areas also come together at certain chokepoints to encourage player fighting.
The map is designed to also accomodate for team based games - with one side starting at the cliffs and the other side starting in the area I call the 'citadel' - the bunch of buildings on the opposite side of the cliff. Both sides are equidistant from the castle and both have equal opportunities to access it, making it a great location for a flag in CTF or Oddball, and both sides also have equal access to the other opponents base.
I modelled a lot of it myself but I also used a few free assets to give some scale and definition to the environment to help us closer envision what the finished product will look like.
On top of this, I coded a fully fleshed out swiping mechanic which allows players to fully control the direction of their sword swings. This could be used strategically for aiming purposes, and also will make spam clicking the attack consistent with the direction that the player is already moving towards - win/win.
I've attached some renders of the level design below.
Deus Vault
If Quake and Chivalry had a child
Status | In development |
Author | DeusVault |
Genre | Fighting |
More posts
- Development Log 7 - Rhys GriffithsOct 13, 2018
- Development Log 6 - Rhys GriffithsOct 13, 2018
- Development Log 5 - Rhys GriffithsOct 13, 2018
- Development Log 4 - Rhys GriffithsOct 13, 2018
- Development Log 7 - Tom ForwoodOct 11, 2018
- Development Log 7 - Liam McIntoshOct 10, 2018
- Development Log 6 - Liam McIntoshOct 03, 2018
- Development Log 6 - Tom ForwoodOct 02, 2018
- Development Log 5 - Tom ForwoodSep 19, 2018
- Development Log 5 - Liam McIntoshSep 19, 2018
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