Castle on Wheels Blog #2

For this third sprint I was assigned 6 tasks in which 5 of them was entirely focused on the completion of level 4. I am currently working on the 6th task which is now creating maps for the 8th level of our game. 

A majority of my time has been spent on placing the assets that I want in my level and making sure that the enemy assets are in their proper places. In order to make the trees look organic and less repetitive in which they are placed I had to place them one by one. 

This took quite a while but in the end it payed off knowing that the trees and also the rocks in the level does not look like a copy and paste. The assets that could not be made in time for my level have purple primitives as placeholders making it easy for my to just simply replace them.  

My next task was to create a path for the castle to follow which is represented by the red line on the level. The way that it works is that for every point you place it creates a line which is what the castle follows. When it comes to the curves in the path we had to make sure it was extra smooth so the castle does not look robotic when making a turn. 

Once the castle path was created we had to add in the navigator mesh system which was pretty simple to place on to the level thanks to the programmers. We just had to make sure that there was no errors when it comes to what the units can and cannot walk on. 

My final completed task was to simply replace the placeholder blocks that I had for enemy spawners and replace them with the now coded enemy spawners. So far when it comes to the enemy actually spawning on the field it works but it still needs some more coding to be done by our fellow programmers. Since currently after this task there was not much to do for us level designers we have now started the process of creating maps for later future levels




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