Session 16

I was unable to receive feedback on the updated level design for the tutorial area. This will be play tested at the start of next session.

Based on feedback on the level designs for the next areas i made some changes that would improve the gameplay of the areas.

In next session I will ask our tech team if they are able to complete some of the new mechanics we intend to implement.

With the designs completed for each of these areas I made an asset list for each of the areas for the art to start working on in next session. I have also created a folder of reference images for the art team so they understand what vision that we are going for.

Sewers :

LADxmRw.jpg

Bridge

Piles of rubbish, some of these should be bigger as the character needs to jump on them, bin bags, wood planks, pallets, waste barrels etc.

Sewer pipes

Bricks – these will stick out of the walls for the character to jump up

Pipe and valve

Holes in the sewer walls, some have covers some don’t

Archway

Generator

Machinery to fit into an underground generator room – reference images

Streets :

niIBzMy.jpg

Cranes? (background asset)

Path and Road Texture

Houses

Apartment building – no stairs

Apartment building – with stairs

Sewer hole cover

Drain pipe

Rubbish – Cardboard, bottles, bin bags etc.

Animal control vans

Water Tank

Roof style vent

Solar panels

Air vent + cover, different types are included in reference images, some to be made to fit on the sides of buildings

Billboards

Washing Line

Balcony

Tables/Chairs, pillows, loungers, sofas

Bar?

Biffa Bins, normal dust bins

Inside of a shop (will decide in session)

All shops should have an awning and a sign that sticks out (like pub signs) some of them should also include chairs and tables outside

Barbers, have the barber pole separate

Coffee shop, butchers and a flower shop

Flower stand

Specials Signs

Big plant pot (this is for the character to jump onto)

Out of session –

To start exploring a level design for the forest area, once completed create an asset list for this area.

To also think about planning a basic story line to connect some of the elements in the game together so they now make sense.

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