EVEN MORE STRANGE RUINS IN THE DESERT AND THE BLOCKTOBER

Recently I’ve been working on some updates for one of the new levels from the project «A Dream In The Fall». What happened? Well, I Just made basic geometry smoother and the whole level changed beyond recognition. Not much progress though — the sand still looks crappy and the lighting is out of order at all. But I’m on my way to fix it!

Actually it’s not true, because I seem to be one of that dudes, who do things and only then think (best case scenario), so everything resulted in a complete rework of everything from scratch including element locations, paths, triggers and other important stuff. And yes, I’m still not satisfied with the result! Well, I’m doing such updates with almost every asset, and this iterative refienment proceess seems to stop at never. What is the problem here? Just only total time spent? Well, while I’ve been working in this industry, I’ve seen some dudes being planning, projecting, constructing in the paper each damn level before making it in the editor. It took hours, days, months and the result was still a piece of guano (wild animals’ shit). Also there are some examples from big guys in modern industry making #blocktober flashmob, demonstraiting their pedantic approach to level design. Oh, come on, that just thier work for bread ‘n’ butter. What I do — is a total random-driven process! Once I’ve worked with random level generators, you know what — I’m one of them random generators.

Just made several assets (stone slabs or whatever), took them each in the hand and started dropping them in this hot low-polygonal sand. And, of course, the most important hemorrhoids here is collision models on these meshes. Well, I’ve managed to solve it — just puth everything in blocking volumes, lol. Well, that’s all about this short story of making shit even shittier, but removing some shit from this shit on each iteration.

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