Big Game Project: Open Circuit: Week 3
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This week things have finally stared to come together. Since we know have a 90% complete character controller, creating playable environments in Unity is easy. However, the original plan had some changing done to it; we decided that we couldn’t follow our original plans and layouts. The terrain editor is too clumsy and hard to work with to do that, we discovered it’s smarter to build piece-to-piece. Where if we for example place a ramp at the beginning of the level, we then create the area behind it, making sure everything is smooth and fun to ride in, then we repeat that process. The plan was now to merely take the themes from the special areas we did in 3Ds max and translate them to this work model. But since the character controller is so solid, I found myself slipping back to the original map layout, because it wasn’t as hard as I first thought. Having such control over where you go and where you land allowed me to create special areas very similar to my 3Ds Max layouts. I actually tried and imported the waterpark model from 3Ds Max just to try it out. I found out that it is quite fun to ride in! If the objects where a bit spaced out it would be close to a finished special area (structurally speaking) Right now I have finished about half the levels structure, I along with other testers find it fun to play in and most things are going smooth. My strategy during the creating has been to constantly test my changes. If I change a hill, move a ramp, add a wall and so on, I always test to see how accessible it is and all possible ways players can use it/continue from it. This might take a lot from my time, but it also means that I’m finished with an area, it is really finished (structurally speaking). Next Friday this level will be finished, I will also make sure that players get the full experience without getting stuck and such. I will probably have time to decorate it as well. Until next week: Have a good one (structurally speaking). |
