Skip to main content

3D Exploration Game : Map and Plan


There Be Monsters


This is the first version of the walkable layout for my game. Each image is stacked on top of each other going from the top right to bottom left, with the first as the lowest level and the last being the highest. The gradient indicates slopes/how you access the other levels. the player moves in roughly a spiral going up hopefully reducing the chances of the player getting lost.


The Green dot is the players start position and the orange dots indicate the NPC the player can talk to. The Grey Blocks indicate impassible walls or fences.

My Goal with this layout is to give the player an interesting route through the level spiralling upwards. Allowing the player ample opportunity to view the surrounding areas from a high vantage point and experience a sense of danger from being so high up. There are also a few places for the player to backtrack or go into deadends, these should deepen the feeling of exploration. This route should also force the player to pass the NPCs, meaning the chance of them missing the NPCs is tiny.

I'm going to mock this up in Maya with basic shapes to get a feel for the space, then make alterations.

Comments

Popular posts from this blog

2D Side Scroller : The Final Idea

When the rubber meets the road. The Panda here represents  Covid-19 During the course of recent events, it became clear to me that my time was somewhat limited in this project. As a result, I have elected to go with my first idea, the Dung beetle puzzle game. This should provide me with a decent opportunity to stretch myself in the implementation and iteration of mechanically without requiring nearly as much in terms of asset creation which for this project at least isn't one of the marking criteria anyway.  The Dung Beetle Puzzle Game is changing slightly to just a puzzle game but keeping the core idea of pushing a large ball around as its main mechanic. So the player characters job is to get the ball to its goal and then make their way to the exit of the stage. This gives me a solid and simple foundation to build some hopefully cool puzzles off of without bogging me down in extra systems, which if you refer to my previous ideas was rampant. Even when stating that I have eyes...

Affine texture mapping : Subdivide Mesh

Af fine map indeed Another bug I  encountered in my previous project was when using the PSX shader on large surfaces the warping became severe which was disorientating while playing. This is because the affine mapping that the shader does to emulate the affine mapping the PS1 did, approximates the positions of vertices in screen space meaning that if the vertex in question is far off-screen the approximation becomes more inaccurate meaning that if you subdivide the meshes into smaller triangles the effect is drastically diminished.

The Barbican

Enemy at the Gate The Barbican estate in London features a lot of the style of architecture that I wanted to emulate in the art and design project, so for this project, I'm going to try to create my own barbican estate using the real one as the palette. To do this I'm going to create concept art using the barbican as part of a reference sandwich to create unique architecture that should both be evocative of contemporary London, retrofuturist and contain elements meant to subtly guide the player through the area to their goal.