After a week away busy with our educational game design game, Luke and I got more time to work on our project. First I looked into doing some Occlusion culling as the amount of assets and geometry present on the screen increasing as we push into further production could result in some rendering slowdown, so I thought looking into this would be beneficial. It also proved to be quite easy, and I couldn't believe I could have implemented it so in my earlier projects.
Before:
After:
Entrance to the Crypts:
I wanted to the entrance of the crypt to feel ominous. Right off the bat you see a statue of what one might think is the grim reaper, or a god of death. In front of it is are the skeletal remains of maybe an adventurer who tried to escape after going too far in. The entrance has a decaying feeling to it, giving it the sense that this place is quite old.
First Crypt:
Setting up some of Luke's skeletons, we can see the beginning of some great room encounters. As the skeleton in the back turns around, if I had been standing only a little closer I would have grabbed it's attention and had two skeletons to deal with. For this room you can see some skeletal remains littered about, and open coffins that these skeleton soldiers might have once lived in.
Doors:
Doors are more fun when they have physics, so I took some time to get a door working with hinge physics. The door can be pushed open and closed as the player moves into it. This removes the need for interacting with doors, and also makes it quite easy for non-player characters to simply walk through doors but give them the impression of opening them.
I look forward to creating the rest of the crypt and have some great plans in mind. Til' next time!
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