We are now entering the last push for the deadline. Which means there’s a lot of work on our plate to polish our level to a degree we are happy with, which seems to be pretty high.
In our last presentation before the final one last Tuesday. We received a lot of helpful feedback and ideas from the tutors and fellow students. The main issue being we need to bring the level more alive with movement, as at the time walking through the level felt like a ghost town.
Most of the props for the level have been finished, so the main task was to tackle the lifeless level. We did this by making loads of little scenes to place throughout the level, such as market stalls, and knocked over pub furniture to imply a fight the night before. The whole point of this is to tell a story, making the level more believable. To tackle the lack of movement in our level without being able to put characters in was tricky. But we decided that making loads of little particle effects will solve it.
I (Dan Hargreaves) was tasked to create bundles of firewood, a terrain texture of wet mud with puddles, a haypile and some flowers.
|3 types of fire wood which can be arranged into large bundles|
|Tiling texture of wet mud with foot prints|
|3 types of flowers. Although the daffodils have been removed as the don't fit with the season we are aiming for|
|Various chunks of highly detailed meats to place throughout the level|
|Selection of farm tools|
|Ropes to add more character to the docks|
|A massive range of market stalls|
|A range of posters with related news to the time period for extra authenticity|
|Docks are starting to take shape|
|A large array of furniture to little the empty streets|