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. |
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? |
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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