Friday, 1 August 2014

Dork Tales - Redesign in Progress

After a long hiatus, I started to redesign the existing levels of Dork Tales and get a better idea of the project's scope. Most levels have to be redone because the scale in the prototype was off. The reason for the scale differences were models from different sources and not enough focus on consistency.

The flow of the levels is not changed but there are a few more sketches for their layout that I brought over from my tablet and paper sources.

I did some blockouts for the start room and now I have to do some wall modelling and build up a few modular pieces that I can use in different parts of the world. The main look is sandstone that was smoothed out and has inlays and door frames carved into it. There should be no seams between wall pieces that have to be covered up by columns. All wall pieces are one sided so the the camera has no problem looking through them. For columns and other large objects that could block the player's view of his character, I might have to write a shader that makes them temporarily transparent.

The cat fish is being resized, rigged and optimized by my little brother who did some work modding Skyrim. He will also build me a base mesh for humanoid characters that can be used for character generation ingame and for most npcs though a plugin for Unity.

The UI is still based off Unity's old scripted GUI system and will be updated as soon as the new visual system is released.

Plans are that I will try to finish the redesign of the first two levels around next weekend (around the 8th) and after that move on to the next levels that are designed yet (as shown above).