Archive for the ‘Level design’ Category

Click the pictures to zoom in! Each picture set has all the “basic” settings for that area, like sun location, intensity, fog settings, ambient light…  Stuff that sets the basic mood. I’m simulating post processing effects until I get Unity PRO, so they look worse than they will eventually.  Most noticeably, light areas look too […]

Hey everyone!! It’s been a long time since I posted here. I took a break from game dev for a while to focus more on work and studies for my regular career. Still doing that, but I’m also doing the game now. Anyways, upon starting gamedev again, I made some big changes. I was reaching […]

A lonely penguin searches for his family: Here’s what it should look like once we have Unity PRO. An unfriendly sunset, with snow churned up from the player trudging through it. Snow “gibbits” being churned up.  There are 5 different types of gibbits, and they are created when monsters walk through snow too. Carnage from […]

Hey everyone! Here’s the stuff I’ve been working on lately: Wade through snow! Better snow shader that turns blue in shadows More armor sets Tweaking enemies so that regular encounters feel more crisp and challenging Blood splatters! And some screenshots of the new snow system!  The terrain has a “snow depth” map.  The little egg-like […]

Hey everyone! Today, I’m going to show you how I made this scene: Click the images to zoom in! This step changes both the specular brightness, and the sharpness.  Rocks have sharp lighting (otherwise the entire mountain would get brighter, and look like plastic), and snow has wide specular lighting so that it gets blown […]

I fixed a problem where some of the textures weren’t showing up very much on the map, so there’s more variation now.  Before, you would have entire mountains with the same texture… now most mountains have 2 or 3. The next step is to work on making paths.  The map I’ve been working on looks […]

Hey all! Here are some pretty pictures!  I started this level yesterday, and it needs work, but it’s a good way to show my new terrain techniques.  I’m trying to automate as much as possible. After I finalize the process, I’ll make a more detailed post showing what I’m doing. There are two different specular […]