three day i toyed with this image and i now am ready to show it to the world!
it seem kind of dark to me.
Concept And Creative-ness Using the minds of all the members of Maximum Amazing we come up with concepts of games and work on the as a team.
three day i toyed with this image and i now am ready to show it to the world!
it seem kind of dark to me.
The Final project for World Building was really. Things my team, and I have done during this project the effect how the projects was completed or the reason for no completion. So, what went wrong, what went right? These are just some of the question I will answer.
When I things go right it feels real good and there was a lot of good feel flow in and around this great project. There were many time that we were saying to ourselves that this level is looking pretty smooth so far, one of those point was when Lionell brought to us the model for the serpentine like vine for the vine whip section in the game. We were blown away at how great it looked, we were even more surprised when we seen people actually so down to walk carefully across it. Another one of those points was when Jordon brought to us the second version of the second part of our levels block in. This was after the one I made had a ton of convex shapes in it. The level had great atmosphere potential too, all it need was the right amount of light to really make it feel like a cave. This was most evident in the case of the pit room. The pit room as of now lit at a level where it is a challenge to travel though. In the level we had many great asset allowing the cave to really feel real, it’s fantastic. Most of all, we did everything that we set out to do.
But, everything wasn’t the sunshine and rainbows like it may seems, some things in our level just did not work. One of the least unsuccessful things that happen was the original block in for the second part of our level. That block in had some major issues, when made the level I decided that it would be great to bother with the verts, so I did. I started movin’ and jerkin’ around the verts like I it was some kind of zoo, little did I know convex shapes are very bad. So, I found out the hard way that the level did work.
That wasn’t the only thing that that went wrong there was one major flop. It was the way too difficult. It was the dreaded rock wall jumping challenge. That challenge was the most hated thing I have ever had the privilege to take part in creating. To go into detail would just be too cruel to you, so I will just say that it was dealt. Well during the play test people complain about two different thing one being the rock wall and the other being the pit room. To be specific it was the lighting in the pit room, the room was just too dark you could not see the holes in floor. To remedy the situation we put in lights, but there was still a problem the next play tester just breeze though the area like ti was not even there. I thought to myself “Good lord in the heaven below!” it was an easy fix and now the area is looking really great.
If there was more time there would be more ideas implemented into the level. Some of these idea include a teleporter that would transport you a large area with a skybox and a feel of completion of the level. Also I was thinking about a secret challenge level. The secret level would have involved using the translocater to jump from area to area. It was just something I thought up while I was attempting to do the second part of the level in reverse. But, there ain’t no time for such dreamery. Bots with limited a patroling like path would have been really cool. Adding music would have been awesome I was going to research how to do it today (the day of typing)but, two post-mortem are kind of time consuming for a cool dude such as myself. Other than that there is nothing else I can think of.