Friday 28 July 2017

Dead Metal Punks - Level 13 Concord Starstation Part 14


Finished lighting changes now. I ended up adding some very slight fog to increase the depth of distant objects and changed a lot of the interior lighting to give more varity in hues.









Dead Metal Punks - Level 13 Concord Starstation Part 13

All building sections for the level is done now! A lot of the main structures will be used in other levels with different colours so that should improve itteration time. Now that the final textured assets are in I can give some more focus to the lighting, which is what I will be doing for the next post.





Tuesday 25 July 2017

Dead Metal Punks - Level 13 Concord Starstation Part 12

I had a little break over the past 2 weeks. Obviously this shortens the time I have but I needed a break, anyway after more extensive testing the level layout is working well. In my testing I got to the end of the level at 17 minutes and 36 seconds so this is acceptable in terms of length. 

During the testing I did make a few changes, first Listotrons bullets have a much larger chance of being red and the bounce bullets that appear at 50% have increased in speed. The positioning of enemies in Lily's section have been paced out a little more to stop overwhelming numbers.

Finally I have started proper texturing of assets. First off just to get back into the swing of things I went all out on the shuttle texturing, it still keeps in theme using the greens and oranges common in the rest of the Concord army. It turned out pretty well so I decided on getting a pretty shot of it with ingame background.


I finished 2 other pieces as well. The first is a section of the boss rooms, this will be duplicated and flipped to make the entire boss room symmetrical. The second piece is part of the explosive doors, I will use this in an earlier level too so when it comes to this one the player will know what it does.


Monday 3 July 2017

Dead Metal Punks - Level 13 Concord Starstation Part 11

Everything on the level is now populated and tested. For the second Lily section I wanted to use the platforming and narrow spaces to force the player to be accurate, so in this section they are given a sniper to start with and a much smaller number of enemies to contend with. The sniper will instantly kill any enemies but will be blocked by bullets so accuracy is key, unlike the rocket launcher which destroys projectiles it passes through on the way to its target. 

On the return section the player is given a new set of ammo for the sniper and a rocket launcher, the addition of a rocket launcher on the way back will make it a much quicker to get back for the final section of the level. 

Level lighting is also pretty much done now, still need to texture assets though.