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Tuesday, 4 February 2014

FMP: Environment design 1

I am currently working on refining my environment to fit in with my needs and the pace of the level.  I have already started on a map and have a small starting area, however I want this to open up and be more grandiose after the first part to give the "level" more structure and interest.

I've been thinking about this quite a lot & have started on quite a few modular sets to fill out the level and add interest.  The main problem is to structure - it has to accomodate a giant colossus and even exagerate them.  I also want to have a basic scripted (involving triggers and events instead of life-bar depletion) battle.

Efficiency
I want to be using the same assets a LOT.  Looking at ancient civilizations and architecture they use the same patterns and a favourite technique of mine - tiering.  Tiering is a great way to build and also to imply scale and create uniformity to break up.  I'm thinking of using a lot of pillars and arches for example.  It would also be prudent to create damaged variations and allow for vertex painting to add grunge.  On top of this there will be foliage and other crap on top of this.  Designing assets to be re-used is a good idea - Rocks can be rotated and re-scaled just like trees - So I will try and ensure they are as re-usable as possible.

Confirmed
* Traditional middle earth/medieval Europe style landscape with hopefully a little twist & style.
* Simple path with an avenue or two - more like a technical demo then a playable level.
* Beginning, middle, end - development in palette, shapes,  proximity & scale.
* Arena style - is all about getting introduced with a colossus

Motifs
* Greek / Roman style architecture - Aqueducts!
* Ancient foundations - evidenced through wear and decoration
* Eclectic ornamentation
* Fallen Empires - nature over taking ruins

Two ideas need combining

The hardest part for me personally is finding an idea I am happy with, I have two ideas I want to combine, which is also difficult.

MAP2 Start at A.  I think the cave may be replaced with the gateway from MAP1

The other side of the above.  I was imagining looking far down into the mist with the wind noise would add height & scale

A long walk to the final destination, which should turn into a colossus and shit kicks off.

Although crude, many images like this have been drawn to help visualize content, vistas ,paths & stuff.  Imagine a tall narrow corridor/gateway that leads to an even taller structure which starts to move = lots of verticality.
So for today I am going to do my best to combine these - One problem in my mind is I wanted a mossy tranquil start and an "epic" mountainous follow on, but I don't want the player do a mountain hike.

These shapes here I have decided as my layout.  You start in the crescent and the colossus is at the round mound.
Here is the horseshoe shape integrated with the landscape.
The design is actually inspiring some back story - maybe a moon/mezo American temple?
I have changed the origin area into a horse shoe shape - This seems to give the level more direction and is also quite typical of ancient structures, with the natural cliff walls providing primitive shelter.  It also gives room to create "display shelves" and is a nice way to give the player stuff to look at without hunting it down.
Travelling the path in game feels right.  It is a little long/time consuming though
but the scale is about there.

This horse shoe, (which I will now call a crescent to reflect it's lunar symbolism) works really well, it combines elements from my first and second map.  It has a definite goal, nice vistas, room for tweaking the path (crossing over the gap or going under and over bits).  On top of that it has visual strength and is akin to an ancient moon temple.  The landscape has also been giving me ideas on how to build the architecture - I have come unstuck.

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