Level Design Iteration (many to go)

Early Level Concept Design Iteration

ProtoType (WiP): Hybrid Game/Application/Scenes

Level Mayan Semi-Futuristic

I have been facing many decisions along the way in gaining proficiency with code/Scene Design/Optimization/Performance and the list goes on on.

Not altogether unexpected that difficulties would arise and that at least we share the same problems in the production of games.

Even with large assets collection, The Mood general feeling of a level is super hard to nail down. If i wasnt so lazy at times i could sketch some drawing’s, Then pickup a modeling tool and learn at least some level of proficiency at them.
Reasoning if it was a foundation for a building where i was already using 4 meshes i could combine the seperate foundations into 1 large mesh in that way i save Draw Calls and real coins to boot, and be alittle less reliant on others.

Comments are welcome, Tips even Better!.

Note: I Edit Posts Frequently.

Thanks, Cheers.


My favorite thing is that your Maya structures are painted, as they should be. Though, your scene seems quite dark for a Mayan city. Perhaps some reference art could make them even better.



These pictures don’t show it too well, but the Maya loved contrasting colors, and really loved red. Look at the blue hook thing and imagine things like that all over.

Anyway, it looks okay, though I don’t know what it’s for.

Thanks for the kind Tips, The example pics you provided looked sharp and just plain super, Indeed this helps loved the detail and Corner Stone.

Have been adjusting Fog / Ambience for quite sometime later i hope to have beast so i can brighten the scene
with some bake maps.

I Have cycling Skybox’ script in use had not givin much thought too brightness levels in the posting.

Cheers

Looks very good. Is this an online game? Looks like a chat menu at the bottom. Can’t see real well I am on my iPhone.

MM it looks awsome but what is whith the massive text thing i couldnt quite read it.

HaydenM

P.s. BTW what programs have you used for this level?

Hey Folks it has been awhile since i posted anything in this thread, This is current progress of late been slowly building up tools and asset purchases and most likely spent an couple grand to reach my goals. I’m not finished yet with integration but suspect by the end of the year it should be ready enough so i hope.



Just noticed the scales are not on the table

Looks sweet, good job!

Hey, Not fit for demo release (developer wip) project status is on hold

Would consider collaboration of this project and credited but please consider that under license for assets used.

player has two weapons available

following hover turrets, few decal effects in game, shares some assets from the island asset, angrybot’s asset, Arteria assets, The Jungle Mega Pack (ResidentPM ), Miixamo fish pack, animated spider (necturus) targeting indicators (avarice online), and the original old assets from the FPS shooter by unity) and the newer one with the orbs. Thanks all.

No scoring yet, Electrocution from hover bot in picture(below) has no effect on player health (line renderer).
Ambient sound for alot of things.

Want to get back into this one day and improve the AI ,and add game-play mechanics like survival and hacking. That about wraps it up for information.

PC Download IslandDemo (suitable for gaming rigs) ( not optimized enough) large zip 260 megs

keyboard

w,a,s,d - movement
space - jump
keys 1, 2 - weapon swap
key m - music

Notes:

rocket replenish + health in this iteration only works and no ammo replenish
pickups ammo, health, rockets to be found in a few locations (found on hud)

Turrets will follow but must maintain within near distance of you
can move turrets higher above ground with mouse held fire button (yes i know)

All AI spawn within range and are removed out of range.
All ammo health rockets spawn within range.