Some test run on a new level

Just made a test run on a level I’ve made recently. Playing with ground-walking bipedal character (xw_char), which is capable of walk, run and jump. Also, there’s a good, smooth camera plugged in, which can be attached to almost everything.

Yes, now we’re able to jump. I’ve decided to make ground characters able to jump. Why not, it’s qute fair in comparison with other characters, which can fly or event teleport (but can’t walk, lol). However jump system needs some fix.

There’s also another interactive actor – the way-pointer (mg_char). Most of the time the player just follows this actor. When the player is too far away it stops moving, and when the player is close – it speeds up (such a hackneyed idea).

Well, let’s look, how it all works all together. However, it turned out to be quite hard to use keyboard instead ot the joystick (okay, gamepad).

Some test run on a new level

A strange construct in the desert

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.

A strange construct in the desert

To the shore

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.

To the shore

«The Cave» level, step three

The third step of level design. Some interactable objects were added to the level. They are: inventory objects (items which can be picked up), movers, carriers and immovable interactable objects.

Many of these objects don’t have meshes at this time (placeholders are used), but for some of them I’ve developed 3D models.

Placed in the level they look quite satisfactorily (from a far distance of course).

Later I’ll be compiling the scene once again, because of totally crappy lighting and unwanted gloss. And yes, I found a way to make some parts of the scene brighter or darker.

«The Cave» level, step three

«The Cave» level, step two

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.

How it looks all together:

And the perspective:

«The Cave» level, step two