The second part of the recently developed level for the project «A Dream In The Fall». This part of the level consists of platforms and tracks too, however there are not that many indoor parts. Just quite a linear path, surrounded by areas of quicksand.
This area of the level is designed as a final part — the player is able to find here another character — the head, which is stuck in the sand. Possible ways of interaction with this character depend on how many golems the player has activated.
The graphic components hasn’t been improved since the last update, however the setting and the atmosphere is quite satisfactory. There will be some improvements with new, detailed meshes and better textures (the sand really looks like plasticine), but later.
One of the first levels for the project «A Dream In The Fall». The idea is to find and capture all golems to be able to shove a stuck head. The level mostly consists of platforms and tracks, that connect the platforms. Any other area in the level is a quicksand, which pulls the player down.
The playable character for this level is a walking character (xw_char), which is capable of fast movement and overcoming most of the obstacles. It is also capable of interacting with some interactable objects, placed all over the level, which are used to capture golems.
All golems are initally deactivated, so any golem, except the first, is ought to be interacted in a certain way (well, I think it should be just a touch interaction) to become active.
The graphic component still needs serious improvements: the detail level of world geometry is very poor, especially – the textures, also the sand looks like an old heavily urinated carpet.
Finally it’s time to make the other part – the shore. Sea cliffs and sandy shores is quite a good setting for the adventure level. So, some cliffs were made of stonde and mud:
This cliffs still need a better detail, especially – good texturing. But well, from distance they look quite nice. Considering that the main action takes place in the water, we won’t always see them close. This is how it looks all together.
The second step of designing the level. At first, some smaller rocks were added. They don’t look nice in themselves:
But a propper texture, a nice illumination and a suitable environment made them look pretty good, at least for now. Then, some foliage was added to the level. They are some ivy branches, which I’ve made recently:
This foliage doesn’t look good too, especially the leaves, but I think it’s okay for now. Finally, these simple things made the level look live. But water is still no good – I think I’ll just use one of my old shaders to keep the haemorhoid away. On the next step, gameplay elements are going to be added.