This week, I have continued on to the prototyping stage of my game design. It was a daunting task at first – I honestly didn’t know where to begin. But as I’ve learned from other tasks this year, it’s all about breaking the big tasks down into smaller ones. I began by sketching some of my level designs.
Level Designs for the villages in Inferno Lair |
I decided to get started in Unity, as I had a feeling it would be more of a challenge than just opening the software and everything going swimmingly… I was right.
I immediately forgot how to do all of the things I learned in the Jimmy Vegas tutorials, so had to spend some time brushing up on my skills. I started by creating my terrain, and just as I thought I had it perfect, I realised I had created it far too big. When I started bringing in assets I realised that they were miniature compared to my giant landscape. However, I rallied and made some decent progress from there.
An early iteration of my first game village |
I tested out some assets such as trees, carts, barrels and houses, and integrated them into the village design. The texture I have used so far in my terrain are not indicative of the final art style. I will be implementing a low poly style to the terrains, which will match the assets that I am using.
This is the camera angle during play |
My schedule has been knocked back a little bit. The actual implementation of all of my ideas is somewhat more difficult than I had accounted for. Depending on how this coming week goes, I may have to downsize the scale of the game world to make sure I have time to focus on mechanics and gameplay.