Just a quick update on my floating prison level. Since the first blog post I have designed the corridors which link the shells. The windows give away that I’m yet to texture the outside of the shell, but in the bottom corner of the image it is possible to see the cityscape which I am adding to give the level the impression of floating.
The blank piece of paper can be daunting, and needs to be combated. Since I’ve been working in Unreal I’ve had this idea for a flying prison, suspended above a city. It floats above the city to remind the citizens what they stand to lose if they become criminals. It acts as a daily reminder to prisoners of what they’ve lost.
As a level I think will be really cool. That said, without the rigid structure of a tutorial, finding a place to start can be tricky.
My approach was to create a testboard, a large flat level where I could play with different ideas without worrying about precisely measuring sizes, dimensions and pacing. Just a place to see what was fun, what was cool and what I could think about including in the final design.
It feels like I have been working on this for months, but finally it is done.
First sentence, first lie.
If I learnt one thing from making this top down shooter game it is that, no matter how much you build, and test, and refine, no game is ever truly finished. I’ve got a laundry list of things I’d like to add to this prototype: better matinee for the boss introduction, a more professional front-end, and a visual indicator of the score multiplier. Oh yeah, the game has a score multiplier. If the player defeats every enemy in a wave their score multiplier increases by one. Unless you built the game, you wouldn’t know it.