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Friday, 11 November 2011

Level Design, Oh Where Art Thou Level Design

So post-meeting with Pierre yesterday, we made some changes in the level and and the Game Design, and we looked at interesting ways to get the level working with the new mechanics.

For my part i've integrated the New mechanics, being the following:

  • Pulley System
  • Breakable items
This is the result of an INITIAL layout, using the new mechanics.

Layout of the first part of the Level, including the Scripted Events.
Furthur Details and a second part will come up shortly!!
This is a version of the Map WITHOUT the Scripted events, to show how the level will actually look physically (again, for the most part).

Without the Scripted Events.

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