First week – Preparing the map
|
During the first week, the group mainly worked with preparing/setting up our project for the coming production. That including things as planning our map, writing up story elements for our game and doing research, which I personally took responsibility for. In this post I thought I’d mainly talk about the map. Planning out the map We needed a visual representation of what our map would look like. Something that we could both play around with to test our main mechanics in and also get the general idea of shapes and sizes of planned assets (like wall and door pieces for the buildings, landsmarks etc). For starters I drew a very simple top down sketch of how the buildings should be placed on the map. Though some buildings were supposed to be damaged/broken I drew them as whole to get a clearer picture of what the city actually looked like. Using this sketch I started to ”whitebox” a scene in Unreal engine, where put out boxes and other pre existing assets to build the scene I had drawn up. Where can you walk? What buildings can you enter? Is a path blocked? After having done this I showed it to the team for feedback, from which I made a few adjustments before passing it on to the rest of the team to use.
While doing this the graphical team could start preparing for their modular assets. We noticed that the height for each wall fit best with 300cm, where most of our tilable pieces would either be 300×300 or 300×150. We also started to plan out which parts of the map we each should be responsible for, and which buildings should be completely broken. But modularity and the broken buildings is something I will talk more about in my next blogpost! Until next time, Malin
|

