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Showing posts from November, 2024

Level Dev Blog #10

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This week, I’ve been continuing to block out more of my Far Cry 5 level. I’ve made adjustments to the scale and layout to improve the overall flow. I also added a climbable tower at the starting point, serving as a vantage point for the player. In Far Cry 5, bird's nests or towers near strongholds are often used to scope out the area and plan your approach, so I incorporated that mechanic into my level. The way the level is designed, players can even choose to complete it in reverse. One thing I’ve noticed while building this level is that the golden path isn’t always the path of least resistance, in this instance it’s just the most straightforward route through the level. In fact, it might even lead to the most direct and head on encounters. This adds another layer of choice for the player, depending on their playstyle.

Level Dev Blog #9

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 This week, I’ve been focused on three main projects. For my GDD5 pitch, I worked on Island Uprising , an action-adventure game blending parkour with breakdance inspired combat. I spent time refining the concept and preparing for the pitch. In RPP5, I started mapping out the UI and screens for our mobile game, where players take on the role of a barista fulfilling drink orders. We also began block meshing our FPS level, getting the foundational layout in place.

Level Dev Blog #8

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This week, we worked on the metrics gym for our FPS level. I focused on testing mechanics from various asset packs that fit the style of my level, which is based on Far Cry 5 . To get a better feel for how most missions play, I downloaded and played through both Far Cry 5 and Far Cry 6 . I noticed that while both games have plenty of mechanics, the core experience usually revolves around attacking strongholds filled with enemies. The player typically starts by finding a vantage point to identify threats and then chooses to either attack stealthily or go in guns blazing from any angle.