Whoops! It’s been a while since the last update – it’s still in the “This week” section, but it’s so close to falling down to “Last week”, which is only a small stop on its way to the deep, deep … depths of the “A while ago” section. I better write something so that there is a reason to come here, for you, Mr. Searchenginebot. And also you, Mr. Commentspammer.
I already wrote a few times about that certain sequence I recently recoded. And of course, all of this has to be tested – and, in this case, it is also written specifically for a certain level. So, obviously, I needed a level.
That is no random level, of course, but one that fits to the scenario and the circumstances surrounding that sequence. More accurately, it is the appartment of one of the characters (his summer residence, to be a little more precise). We outlined the geometry of that level and created a floorplan. Then, it was the task of the level designer to create that level.
The problem is, this takes time. But I wanted – and at the point of time at which I started with it, needed – to write the code and all that. So I made a testlevel, which is so horrifingly ugly that your eyes would explode if I were to show it here.
And now the real level nears completion, and it looks great. The difference to my testlevel is so amazingly huge, it’s going to be a lot more fun to play through that level. YES, I realize that gameplay trumps graphics, but a well-designed, good looking, nicely polished level makes it easier for you to accept the simulation, suspension of disbelief and all that.
And here is the absolute, huge horror. Remember all my moaning and whining and complaining about creating dozens of everyday models?
Well, guess what – those need an investigation text. ALL OF THEM.
😦
-E
Also, I want to mention that D, currently doing a different level, makes great progress as well – these two guys are very skilled and it’s superb to see their work. 🙂