Dev Log 05: Designing Level Layout
Hello everyone, it's Nasim again! I wanted to update you all on some of the level design within R-BRT.
Whilst designing R-BRT, we wanted to find a perfect balance between the level to look stunning whilst also allowing some fun factor for our player to be able to put their abilities to good use. So what we decided to do was design a separate pathway system for the player depending on whichever abilities they had acquired.
Designing the Jetpack Path:
For the Jetpack, we want to utilize it's use with areas that have large verticality or long gaps that the player can maneuver around with enemies that require heights and movement to avoid. The biggest example is the elevator shaft (shown below) or the run down hallway which will be able to be seen in the final game.
Designing the Invisibility Path:
For the Invisibility on the other hand, we wanted to emphasize more on the stealth elements such as sneaking through long corridors with patrolling enemies, large places of cover and small pathways to go through. Like the hallway to the stairway (shown below) or the right wing of the hospital in the later game.
We can't wait for all of you to play our game soon! Please stay tuned for more on the next update and have a great day!
Get R-BRT
R-BRT
Status | Released |
Author | Sdearing0409 |
Tags | 3D, First-Person, Stealth, storygame |
More posts
- Dev Log 9: GoldJul 29, 2024
- Creating a Enemy Spawn / Despawn Mechanic to Improve Game PerformanceJul 25, 2024
- Dev Log 07: Designing UIJul 16, 2024
- Dev Log 06: Lighting and VFX UpdateJul 09, 2024
- Devlog-04 Character loreJul 08, 2024
- Devlog-01 EnemiesJul 08, 2024
- Dev Log 4: LoreJul 01, 2024
- Instantiating Individualized Instances of Enemies For Game Over SequenceJun 24, 2024
- Dev Log 03: Creating a Moving Texture with Shader GraphJun 17, 2024
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