Independent Project #11

 

This is a an update from my city environment. the key to making it look alive and I guess realistic to a city was adding buildings far away and up close with the spaces you can't see to fill in the blanks.

I also changed the key model to have orange glowing textures instead of blue because the locked door model has orange instead of blue as a complimentary colour.

This is the indev of the 'escape' level where the player will leave the city through a hidden door. The player will through a tunnel and end in a field where the game will cut to black. This in the narrative of the game represents the player escaping the city and objectives, going against his programming at the cost of no points, which is meant to be an easter egg/ reward type thing for finding the hidden exit. 

This is another secret ending level for the player where they escape through a locked door with 3 hidden keys. At the moment this level is supposed to represent that the game is all a construction and you are escaping the fabricated reality. I'll either continues this idea or make it more like the other hidden exit.


I did my first trial run of the game today with all the mechanics in at least a useable state. i ran into a bug where random barriers would spawn in when buying other barriers and the collision of the player didn't work in places. I also made both the players and enemes larger to make surviving the enemies more difficult as it was too easy to run at first. There are still many other adjustments I need to tinker with too, i.e. making ammo and health packs give less and spawn slower, player speed, enemy attack speed, total health etc.

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