For the past few weeks, I've been working hard on making a game environment that looks and feels like the final game should. I plan on putting the mechanics I finished in the blockout scene (mentioned in a previous post) into this scene and have a pretty cool vertical slice to release for free.
With this demo release, I, of course, will be announcing what the game is and overall just more info about it.
In putting together this environment I'm met with a few challenges:
The first being that in a greybox scene, it's very clear where you can and cannot go--that's the point, it's a basic prototype. But, with a finalized game environment, the design of the level itself has to educate the player on what to be doing, while still not making the player feel restricted.
This is especially difficult in a city map, where I only want a small section to be explorable, without making the player want to see other places that they can't access at that moment.
The other challenge is making the level design work hand in hand with the mechanics. Just because a level looks great, it doesn't mean it fits the way the game plays, and vice versa.
Especially in VR, where you can't stop the player from sticking their head in everything, AND a game where you should be able to run and jump wherever.
With some trial and error (and lots of rebaking lights!), this area seems to be coming together nicely.
Thanks for reading!