Delve into the Abyss Development Blog - Week 11
This week I was actually able to achieve what I was planning on doing last week. That is to say I aided with finishing up our initial plan for the second map but adding in major scripts that weren't added by the other two. This mainly just meant adding scripts to the ores, which there surprisingly weren't many of. Although I brought that up with Blake and he said we'll add the rest of the ores later when we decide to decorate the map.
After the scripts were added I also populated the area with more altars. This map will have four altars instead of three, and I tried to make the placement of each altar a bit meaningful here. The movement altar is located in the first area which had a lot of platforming, the health altar is in the enemy heavy bottomless pit, the shield altar is before you go into the cramped enemy filled sewers, and the weapon upgrade altar is hidden in the sewer due to the fact that it's the most powerful of all the altars. I just thought doing this would add a layer of creativity to the map design that intrigued me.
Lastly I populated the map with enemies. Lots and lots of enemies. There are probably more enemies in this map than there was in the last one. Not a complaint really, although you definitely will need XP buffs with how many enemies are just around. I also tried to put in more mandatory Elite enemy locations, most noticeably one in the sewer segment of the map. I also have some spots for melee enemies in mind but since we don't have any melee enemies finalized I couldn't really add them in yet.
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