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Jamison Lee - Running Hazards

Writer's picture: roomscalepuzzledesroomscalepuzzledes

Updated: Nov 28, 2021

08/11/2021 - 14/11/2021

With level design joining together and finished up sketches for the different types of Hazards, my level design team settled on Ice Cream Truck/Cart driving at you or parked by the side for the ice hazard; Explosive barrels, Fused Barrels (TNT) or a stack of barrels for the Fire Hazard and Toxin Waste, Posionious Food and Toxic Gas. With all these chosen by the team, I started doing illustration of the for the whole class to follow on.




With the Hazards finished, up next, I have the level designers pick a section to work on. EJ pick to work on Dodge 1 (Palm Trees), Matt on Dodge 2 (Industrial Area) and Chris on Dodge 3 (Indoors skyscraper) with the criteria of each level having 2-3 pre-spawned Traps, 10 coins and 1 healing food item within the 5 x 10 grid system we have. During this time I was in charge of setting up the 6 different encounters for the whole level with the progression system with the progression team, introducing the Brawlers and Assassins first then the thugs then the Bouncers in the different levels of the 3 x 10 grid system.



Once the sketches of our parts are done and greenlighted by each other of the level design team, we set ourselves out for greyboxing the area. First off, the level design team decided that each dodge section should be around 30 seconds per dodges, so I timed 30 seconds of running with the Unity default FPS controller and see how far he ran, with it concluded to be around 33 unity distance. When I put each of the 10 spawn areas in the 33z, the distance between the blocks are way too far, so the team decided it's best to change the grid to 5 x 15 instead, and that worked out well. Not wanting our levels to be so different, I created a template for the team to work on.


With the template finished I sent all the level designers to greybox their sections with the measurement. Once the greyboxing is done with the team I gather up all the different layout and files and put them into one single scene and connect them.



Connected Level


After connecting all the levels and declaring that level design have finished their job, I went straight into animations and take a look at all the animations I am needed to do and fix some of the problems that some of the existing animations are bringing to the game.



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