Devlog #4
This devlog we will focus on art and level design. Progress on both of these fronts has been very good - all 9 levels are now layed out, built from tiles and are being filled with secrets, pickups, enemies and fun!
This has been a fun process tbh, designing a 3d level with 2d tiles has been a strange but weirdly easy to understand process and i'm certainly interested in exploring it further in the future. Level design has a lot of theory behind it already so I won't deep dive but -
- I focused on giving each level a unique design and vibe so that the game has a great deal of variety regardless of its short length.
- The levels get more complicated in design, layout and geometry as the game goes on.
- The enemies and weapons avaliable grow in number and effectiveness as the game goes on.
- The levels are a mix of small enclosed interiors and wide exposed exteriors. I wanted the game to not feel claustrophobic and present a somewhat cohesive world - at least within each level.
- An example of level 5, with enemies added but not pickups or extras yet -
Additionally this devlog the progress on getting art for each enemy and boss is going super well! I want most of the designs to be a surprise (especially since Kyle will read these) but please enjoy some teases below:
The following still need art but are being worked on:
- Jambon
- Glerry Hoggins
- Taxxie
- The Pitmaster
- Smoking Steve
- *Spoiler*
- Angry Customer
- Health Inspector
Two other artists are also working on some illustration art for use on the main menu (to replace duke) and as a sort of cutscene before each level to help convey the location, vibe and show the boss and level name. Please see a WIP for level 1 below!
And that's it for this devlog!
Next time we will talk about Weapon art, weapon functionality, stats & balance, and *hopefully* the finished keyart for the main menu!