Saturday 25 May 2013

Monday 20 May 2013

So for my TDF, I'm going for a very noire Sin City or Schindler's List type of look and feel. Dark and mischievious, unerving in some ways I guess... But I just realy love the look of those things with thier drained dark colors with bright ones that jump out to emphisise something, Like the one woman/gir in a red dress... I want to do the same thing with my level where they important things stand out due to thier lighing and colors.





The idea of the player not being able to see the enviromewnt is somewhat like unfinished swan where the player throws balls of paint to see where to go:



i thaught i would add more tension to this and make the enemies hunt the player whilst this all happens.

ive also started placeing props like lights, boxes, fire and sparks to add some life to the level. ive animated flickering for the lights and sparks to make it seem alittle more spooky and ive set the ambient light way down to make it dark.

ive redesigned the level again making it smaller and more tence as there was realy no need for it to be as big as it was, it would have been boaring.

in redoing the level i managed to halve the polycount again. Something im verry proud of. the disadvantage to redoing the level again, athough far better in every way, it now needs to be retextured again, wich should be as quick as draging them on.
So I've been bussy polishing, tweeking and refineing.

And that means small tweeking and that often doesnt feel like you are doing mutch work, but hey, i figure its starting to l;ook alot more like my vision and well, to be honest i can see quite a difference in the level now when compared to when i started, so i feel comfortable updating.







The player explores the enviroment and soon finds that the power for the other rooms on the ship has been triped. the player must then find the switch to turn it back on and use the elevator to escape from what is hiding in the darknes.

The player uses beakons to see his surroundings for short periods, however, the creeps can only see when they are in the light, so the player must be cairful not to alert them by using it.