Tuesday, 13 April 2010

Easter Work Seven.

The final area is the temple itself. This was a lot harder to make as it is more complex. It has four entrances, one where you come from, one on the opposite end which will lead to the church and two others which will lead to other parts of the world map. As you enter the temple there are rotting corpses in the water next to the walk way, the bodies of victims of human sacrifice. The sides of the chamber has columns of rising fire coming from the water to add a super natural feel to the chamber. The fire columns were pretty hard to make but I think they look quite good, I may change them to make it more of a stream of fire rather than rising flames but that is something I may come back to if I have the time. In the centre is the alter with a bright light coming down from a black hole like portal above. There are two areas next to the temple centre ideal for combat with a large boss. The major problem at this stage is that the editor keeps on crashing, pretty much every time I open something in the generic browser. This is probably because of the scale of the level and is a problem friends on the course are also encountering.


Easter Work Six.

The next area is the entrance corridor to the tomb/temple so it needed to be very grand so I lined the sides with enormous statues of dark monks. Again getting the lighting right was a bit tricky. as the fires didn't produce enough light to show everything I wanted to be visible.

Easter Work Five.


The second section of the cave system was inspired by some of the grand sewer systems found under some of Europe's ancient cities. The trickiest bit of creating this area was getting the lighting right as the only real source of light is from the fires but I wanted enough of the area to be illuminated so you could see the architecture, giving the feeling of endlessness. I am happy with this section, the lighting on the pillar supports looks like it is reflecting off the water which I am pleased about.

Easter Work Four.

The house is grand as it is owned by the city ruler so it will have a different feeling to the rest of the city but when the player enters the caves I want them to have a completely different feel to them all together. The house and city have a very real world feeling to them I want the caves a tombs to feel epic and awe inspiring.

The only problems I came across was getting the fires the right size and the bridge mesh does not allow you to walk on it so I had to make a brush that would fit just above it so the player could cross. The other issue was the water, it was a bit tricky to get it looking good at first but I am pleased with how it has turned out as it is a key element and continues through the cave system.

Easter Work Three.

The cellar is now complete with the exception of the lighting which I am not completely sure about, I may go back and tweak it at a later stage. The cellar is not populated with a table, barrels of different sizes, sacks of grain, storage cabinets and wine/bottle racks.

After rummaging around in the dimly lit cellar the player will find a hidden passageway behind one of the cabinets.

The player will follow the corridor quite far, until they find themselves in a massive under ground chamber.

Easter Work Two.

The player will explore the house. By walking through the dining room or upstairs passage way they will find a staircase that leads to the cellar.

Easter Break Work One.


After a lot of frustration, many trips to the computer repair shop and a lot of lost time I finally got my PC ruining properly and managed to crack on with some work put a lot of hours into my level. The house is coming on well and is near completion. I have changed a few bits of the design to make it fit more with the period. I have also added more lights as before it was to dark and it was difficult to navigate and explore. It is almost furnished I just need to create some more furniture in 3D to bring in as none of the packages that the editor comes with have anything appropriate for the period. I would also like to create some suits of armour to decorate the hall.