Big Game Project: Fifth week

This week it feels like I had worked even more than usual, I don’t know how but it just feels like so. I usually work the whole day and I don’t really do anything else than work, but somehow I felt that I had to work even more which is interesting. None the less I did manage to complete the things I had to do. Why it was so hectic was because of the Alpha stage of the production was nearing, it took place on the Friday. We did get some interesting feedback, much of the feedback we got was something we already knew, but it could be expected that it would get pointed out. It is good that we got that feedback because then we get some confirmation of that those things we have thought of adding are important. Why we have not added them in yet is because of time, those things will be our priority of now. one of the things they mentioned were that the couldn’t tell what was important and not in a level. Among those things was the mirrors they were not easy to see but that has to do a bit with the lighting because it was very dark in some places. Still the mirror can easily blend in which is not a good thing, you must be able to tell what is something of importance and not. I got instructed to try out and make the important objects more clear while making everything else a bit dull in their color. The image below shows what I did to solve that problem.

Image

I know that it still looks quite dark, but that will have to be corrected in the actual levels with the lighting, this image is from my own scene where I display everything I work with to see how my textures look. If you can not tell which objects are more important it is the ones that are in the middle, they have more strong colors while most of everything else looks a bit dull. So to make the object more clear the only thing missing is better lighting in the levels. I did this with just changing the color maps, I took away some of the darkest values and some of the lightest values in every color map except for the important objects. That makes them pop out more and the player will notice them easier but hopefully it will be subtle.