Tag: map

Progress Update #6 – Map Progress

06/07/2016

We’ve been working on adding a layer of polish to all of our in game assets. The first thing we wanted to go over was our balcony map.

We’re constantly developing our art style and trying to figure out exactly how we want Helheim to look. Below are some screenshots of the map as it has progressed over the last few months.

Garden Balcony Version 1

This is one of the first playable versions of this map. We were trying to test some different water colors and in this particular screenshot. The original plan for this map was to make it a ruins of the plateau jutting out of the side of a massive mountain. We had a difficult time getting the mountain to look nice in this perspective with our fairly limited resources.

Garden Balcony Version 2

Eventually, we decided to replace the concept of setting the map on the side of a mountain with making it a garden balcony on a massive skyscraper. This suited our lore quite well and made for a much easier time getting the backdrop to look right. We also tuned and increased the overall level of detail with this revision.

Garden Balcony Version 3

In our current version, we decided to increase the overall level of detail again. We’re still trying to find the balance between how much detail we want in the game compared to how clear we want the gamestate to be. We also went over the level design in this version, adding new obstacles and removing others in an attempt to adjust how players naturally use the different parts of the map. As you can see, this version of the map also contains a flags for our CTF game mode.


Posted by: Eluem on 06/07/2016

Progress Update #2

02/16/2016

Sorry I haven’t posted anything recently. I was really busy for the last couple of weeks working on learning about how to, and extending Unity3D a bit to help make some things a little easier. I also decided to try to polishing this extension up a bit and attempting to release it through the Unity Asset Store under the name “MultiPivot Tool”. So, hopefully that goes well and can help fund the development of Helheim 😀

Now onto some more fun and exciting updates!

Dual Daggers

We’ve come along quite a bit with the dual daggers, there’s still a lot to be done. We decided that we didn’t like the original starting position for them, with the blade pointed forward. It looked like you were already in the middle of an attack. So we decided to go with an asymmetrical positioning having one blade covering your front as if you’re defending yourself. We thought this gave the daggers a nicer feel. So far we only have the basic attack chain animated and implemented. I’ll do another post detailing the daggers and the design of the daggers a bit more thoroughly once we’ve animated and implemented more of the initial versions of the moves.

Dual Daggers

Oh and here you can see a comparison between the two dagger positions:

Dual Dagger Idle Pose          Dual Dagger Old Idle Pose

New Map

We’ve started designing a new and much larger map to try out some additional game modes on! Here’s a still shot of the current version of it! There’s still quite a lot of work we need to do to it, but this is a decent rough idea of what we’re planning.

Cliff Map Prototype

 


Posted by: Eluem on 02/16/2016