Monday, 30 April 2012

Ch-ch-ch-changes!

 

I’ve had a strop with my level and here is what I’ve decided. I’m not happy with it.

Capture3

If you can’t read my writing (I apologise, I was writing it in a frustrated grump) then here’s a basic explanation; it’s too big, too repetitive and looks uncomfortable. I wanted my level to be a place of curiosity and adventure but instead it’s become too unmanageable and manmade. I have yet to place my planting down, but I can already tell the huge amount of floor space will make my plants look lame and petty. I need to make changes, so this is what I’ve come up with:

Capture4

A more compact version of itself, with a smaller offshoot area and a lush greenery section at the end. It will be fuller and friendlier. No more vast empty spaces and rough looking repetitive textures. The tiling will be easier to hide in a smaller space, and I will regain the ‘secret garden’ feel by having twists and turns to get around the level. I have placed the wild start area at the top of the level so the lush green bottom will be a treat for the player when they get to it. It also mean when the reach the top of the hill there will be a framed doorway leading to the ferny area which should be visually appealing.

Capture5

That’s what the wireframe looks like now, but I fear it still needs shrinking… Which is made clearer by the render below…

95

It’s still looking a bit too big. If I try to fill this space up with the planting I have it’s going to look far too repeated and I feel like I’ve lost the secret garden theme in the vastness of it. Watch this space.

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