This weeks blog post is the most difficult one to do so far and I couldn’t find any image to properly depict my work, so the picture below is the mock-up of how the guards will patrol the building and it also shows where the objective and exit. The reason behind this week being hard to post about is that alot of what I’ve done has been adding in new sprites and testing them out against our floor and the rest of the sprites.
The largest thing I‘ve done was when I added in the furniture for the ”Break room” or cafeteria and some of the furniture for the final area, the ”front desk” of the building. When we have a new build of our game I will probably have to change around some of the guard patrolling patterns, maybe remove some guards and perhaps even changing how parts of the level are built. The issue with building levels the way we do it is that when I’m building it, I have a really hard time figuring out how things will look in the actual game, since the color codes are purely representative and remain as colored squares until added in the game. This is also the reason why a lot of the work I’ve done is hard to put into pictures, since my work has essentially been: Add in new floor. Doesn’t work? Change it back. And it’s been a lot of these tests, with plenty of different values on furniture and so forth, to see if they would even be visible in the game.
Today (Thursday) has consisted largely of testing out variations of floors, we have had a lot of floors that plainly look strange, some that blur out when the player moves around and a few potentially useful ones. We tried a plain one, without any sort of patterns and that ended up looking… Plain. All the ones with smaller patterns were safe to scrap immediately since these always cause the illusion of the floor moving around.
Anyways, this weeks blog post ended up being more boring than ever before, I’m sorry for whoever might end up reading this one… Hopefully next weeks blog post will be far more exciting since we will have a better AI and a fresher build of the game to play around with and when we do, I will get back to play testing and balancing the entire level (mainly the middle route though which is insanely hard by the looks of it).