Thursday, 8 May 2014

Happy Snakey Caverny

I'm really happy to continue and focus on the Low poly style and think that the environment pieces I have so far work well. I've really wanted to create a second environment that could lead on from the main environment. This would be a nice touch and a change to pace and allow me to include the snake asset and creatures better.

I originally created some simple platform assets that I wanted to include in my main environment however there didn't fit in very well. I thought these would be a good starting point to refine and get a style for the second environment. I wanted to create a cavern like scene that was dark and creepy. I thought this would be a really good test of my low poly skills and give me a better insight into the process required.

These were the initial platforms I created at the start of my low poly tests. They were cool but didn't have any depth or real sense of perspective too them. Except perhaps for the bottom right. I wanted to adjust them and see if they could work in an environment setting.


These were my re-jigged versions of my initial platforms. The perspective has been totally re-adjusted to give them more depth and the colours sorted. I also wanted to experiment with circular platforms, the results are below. I looked to use a cave style colour palette to make them look like stone. I included some brighter colours to make it more me.


The circular platforms look cool even thought they are quite rough. Below is the finished cavern scene I designed. The idea would be that this environment is quite music driven with each platform playing a different sound depending on which one you are standing on. The middle platform would sound like a big drum, making a big booming noise when you land on it.


This is the final version of the cave design. The main focus was a test of depth, focusing on colour choice and perspective. Sound would be a nice interactive tool in this environment. The platforms each would have the key of a piano attached to them that would play when the player lands on them. This would allow the user to play small song etc. The idea of having the snake at the rear of the cavern was based around giving the game a slight story. The idea was that the snake in the cavern would give you advice one where to go and what to do in the main environment. The hope would be that he could explain that you can change it from night to day and this would in turn change the environment out side  of the cave. 

A possible problem with the cave is the lack of detail in the scene. If the camera was zoomed in more, the window would feel empty. This environment suits the zoomed out view with a smaller player. This could be a strange change that wouldn't really make sense as I'm planning to have quite a zoomed in view on the main environment. 

My main worry about having a second environment would be the test of time. Recoding a second environment could take a while. I think I will focus on the main environment and if possible put the cave into the environment. I'm going to have a more focused game objective by including the fairies as collectables. 



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