Project Nova Weekly Devlog 2


This week I managed to create the level's base which includes the floors, inner walls, section doors, enemy spawners and keycard spawners.

Level's Base


Image 1: First version of the level's base 

Image 2: Final Version of the level's base 

The first version  of the base was to see how big each section was and the corridors, everything seemed to look okay. Next step was to replace the green floors and grey walls and replace them with suitable materials/prefabs from the Polygon Sci-Fi City Asset pack, this is going to be the main asset I use to help develop my game.  

I also made a change to the main exit. Originally it was going to be a lift that the player would make their way to but then I made the decision that player now has to make it to a vehicle outside which is going to be parked on the landing pad instead. Gives me a chance to think about the outside environment such as the time of day, ligthing and the weather. Setting the game's mood etc.

Keycards


Image 3: Game's Keycards one for each section

Image 4: Keycard spawnpoints

Each section will have 1 keycard and 3 keycard spawn points plotted around (Image 4). Everytime the game starts the keycard will be in a different location in that specific section. Once the keycard is collected that specific door in that section will open up  (Image 5). As well the keycard for each section will have a different coloured light attached to it.


Image 5: Section Door( Red dot = Close point & Green Dot = Open point)

Every section has a door that blocks the player's path until they find the keycard. Once open the player can carry on, if the timer run's out the doors close and the player has to fight their way through to get to the nearest hidden exit (Adding in next week) making it another challenge for them.

Next Week Goals

- Add in the props etc. for each section

- Add in enemy spawners

- Create the outside environment

- Test and bug finding

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