Sprint 1
The first task that I was assigned to do for this project is to work on the paper prototype. I was in charge of making the enemy structures so we could use them when we are play testing. I first drew out a concept of how I imagined the enemy structures are going to look like so I could get a confirmation to build them from my Lead, Jake.
Building them how I wanted them to look like on the concept turned out to be more time consuming than expected, so I have decided to settle on this simple style instead.
If I remember correctly, I had to build at least 6 enemy archer towers and spawns just to make sure we have enough structures to put into the play test.
I drew the banners myself to clearly indicate what these structures were and that they were the enemy structures the player has to destroy. After finishing up the enemy structures I had to meet up with my lead and Shawn who is our 3D Modeler. We sat down and played the prototype many times to fully polish the game play that our lead was aiming for.
Since I did not know how to utilize how to use the Terrain Editor in Unity, I was given the time to look up tutorials and become accustomed to it. In the end this landscape turned out to be my final result and I was then able to start working on the fourth level for our game.
Sprint 2
Before I started building my level in unity I had to create a concept map to get a general idea in the direction I am heading towards to. The theme of my level was a forest ruins map that had a ton of broken down walls and pillars everywhere. I also wanted the player to get used to having to go up a different height level whenever they are playing our game.
The player will start at the bottom of the level and will have to utilize the bridges in order to reach the enemy compound. Every time they slowly make their way up they are always greeted with enemy structures. The broken walls are also in favor of the enemy since players now have to plan ahead to see how long it will take their troops to get around the wall and kill the enemy structures.
Once I got the thumbs up to start working in Unity I immediately started making the terrain for my level. Our team ran into a issue however which is the possibility of overwriting each other's terrain because the way Unity handles it's updates in the collab. We fixed this issue by letting each other know through discord that one of us is going to add a new terrain and will update it immediately.
In the end this turned out to be the final product for my terrain for now. I made sure to includes tons of water and empty space since this level is going to be filled with a bunch of trees and forest ruin structures. The only problem I had with the terrain editor is that it becomes hard to create smooth slopes for the troops to climb on. This problem was resolved by doing a tedious process that is time consuming but gets the job done by creating very smooth slopes.
No comments:
Post a Comment