Castle on Wheels Blog #4

Continuing on from my last sprint, I managed to add the castle path to my level as well as the enemy placements. This took quite a while since I wanted to ensure that the castle path was smooth so the castle wouldn't look like it was turning corners too sharply. I had to modify my enemy placements compared to my last level since I only had a tiny bit of room to work since I have shrunk the terrain. 

After finishing the enemy placements and the path I have then added the nav mesh to my level. It was a simple process to do since I was already taught the steps to implement it on my last level. 

Eventually when our group reached Sprint 6, the level designers were on stand by as the programmers were implementing the code needed to have our levels work. I was assigned to work on the dust particle effect for the enemy stronghold to make it look like it was busy setting up more enemy troops to throw at the player. 

I was then tasked to add the block out props for level 4. I have pretty much copied the placement from my old level but with a few modifications to match the new terrain. There are now less enemy structures and normal structures than before. 

Currently, I am working on placing the new enemy spawners on my level and modifying them so whenever the player starts the level it would not immediately be flooded with enemies. 





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