Hey guys! so for this week, I had to tweak a lot of content within unity while also doing some models. I will post the finished models up for next week's post. The reason I spent a lot of my time working on polishing some of the last level's looks is because the team wanted to submit our game to SCAD's 2014 Entelechy Competition for 3D Game and level category. I have been decorating the levels since the beginning, so a lot of the tweaking and placements needed my attention that weren't finished.
One of the biggest things I noticed with the monster was that having it as a black fuzzy ball was really hard to read and see on the map, so I added some hue to it and made it dark reddish. This helped more visually with locating the monster, but it still needs some work and tweaking that it will stand out more, but not be an eyesore in the environment.
For this part of the level, I added more planks of broken wood to the sides of the level and also placing down some bushes. This really helped break up the spots that felt too empty or bare in the environment. Also, the wooden planks help narrate the broken boat.
I placed in the rock head that is on the very right, and also some bushes around the memory shard 1. Through playtests, I noticed how that area didn't seem to get a lot of attention, so I placed more assets around it to make it seem more fit to the game's environment.
One of the biggest things about level 3 was that the lighting was off, so I had to change the lighting to a prefab light that I created for the first level, so it can stay consistent for all levels in the beach environment. I also went in and placed more assets around the platforms that also felt bare. For beta, we never had a good chance to go back and add some decoration to the level because I didn't have as much time. Also, we had a unity version control update that wiped some of my work, so I had go back and place things like rocks and grass in it again.
There was an issue with the platform on the right that bulged out with a hard edge and then was connected to another platform that didn't have a hard edge. I had to cover it up by using the fish head and also some assets to distract the player. I feel like this was a good hide without having to spend too much work fixing things. Also, dressing up the level with more rocks and wilted grass makes the environment seem more to life!