Delve into the Abyss Development Blog - Week 14

 

   This week I helped with polishing up the maze map with Chance. Chance mainly handled the lighting and props, and I did what I've done in the past few maps and populated this map with enemies. I tried to make it a little bit more perilous than the other maps since this is our final level, so a lot of the rooms have close-quarters combat with Elite enemies or generally just hoards of enemies. Although I didn't put too many enemies around since I didn't want to overwhelm the player.

   Other than enemy population I also did some refining around the map. I noticed a few walls and ceilings had openings between the cracks that didn't seem intentional, so I sealed those up where I could. I'm not sure if I found them all but I did it to the most noticeable cracks that stuck out to me while roaming around the level. So I'd count that as something.

   Lastly I added invisible walls to the railings to players wouldn't be able to jump into the maze and ignore all our systems that we added in. One of the rooms also had a bottomless pit that didn't have a dead zone implemented into it, so I did that. The dead zone was probably the more annoying of the two since the return point was an invisible object that I may have spent way too long moving around before realizing I could make a new object, shove that where I wanted it to be, and move on with my day. Woops.

Comments

Popular posts from this blog

Delve into the Abyss Development Blog - Week 27

Delve into the Abyss Development Blog - Week 1