Building Alliances Week 7

 Week 7

This week I will be focusing entirely on level design, this will include a lot of iterrative designs of all the level designs that we have decided to go forward with. To start off the itterative process, I will be looking into developing the lungs level.

To start off the iterrative process, I wanted to look more at the trees that will be present in the level. Using a fully broken down diagram of the lungs, I took inspiration from the different colours present in order to inform my use of colours. 

As the main areas that I was basing the colours of the trees off was the Bronchus and the Alveoli, I focused mainly on that part of the diagram, as this was the most relevant part for my choice of colours. From the colours used in the diagram, I was able to pick come up with the first six colourschemes. With these initial colourschemes down, I will now send them to my team for feedback, this will inform my final colour choices for the trees.

After sending my initial colourschemes, I got feedback from my team talking about maybe trying out some blue and purple colourschemes as while these colours might not be accurate to the real lungs, these colours are quite often used in diagrams of the lungs to illustrate the alveoli and the bronchus.

Using the feedback I got from the rest of my team, I was able to come up with another series of colourschemes using different shades of blues, purples and pinks. For the first row of trees I used different shades of blue for the branches of the trees and pinks and purples for the Alvioli leaves and for the last three I switched the colours around using purples for the branches, and blues for the alvioli. 

With the second lot of colourschemes complete, I will now send them back to my team for more feedback, and potentially to choose a final colourschemes of the trees.

After sending off the second batch of colourschemes, my team got back to me and decided that of this lot of the colourschemes, they liked the first one the most. Using this feedback, I will now work on a full colour level design for the lungs in order to see how this colourscheme will work with the rest of the colours that will be used in the level design.

Using the colours discussed and decided on, I have made a full level concept for the lungs level of the game. The goal of this is to see how the colourscheme of the trees works with the rest of the environment they're in. My initial thoughts on the colour of the trees in comparison to the rest of the environment is that they feel out of place, which isn't the feeling I was going for with the design. I will send this concept piece to the rest of my team to get feedback, however, I think the trees' colours need to be reconsidered.
After discussing with my group, we decided that the level design works better with the colours of the alvioli and the branches of the trees swapped around, as the blue being used as the braches didn't work well with the ground it was coming into contact with. One other piece of feedback I recieved from my team is about the shape of the path on the level design, going forward I have been asked to shorten the path a little bit as it's quite complicated at the moment, this is something that I will work on in my final design pieces for the levels. Now that I have one developed level design, I will start to work on more level design ideas which I will then develop into something more finalised.


With one level design developed, I have come up with four more rough level designs for the game. When designing each of the levels, I was thinking about how each level would work in relation to its placement in the progression of the game, including different unique mechanics each of the levels could have, for example, the stomach level has a pool of acid that periodically rises and falls throughout the progression of the level, and this acid would deal damage to certain types of microplastics. 

Of the four level desings that I came up with after the lungs, I will be focusing on the intestines level, which would serve as a midpoint and boss level, and the mouth level, which will be the tutorial level. From the feedback I got for these level designs. My team is happy with the idea I have for the mouth level, but it was also suggested that I could experiment with making the mouth level more tongue shaped as this would give a better idea of where exatly the level is based without having to read too much into the level. In terms of the intestine level, my team was happy with what I have come up with design and mechanics wise. At different intervals along the path of the level, I have drawn several tube-like structures based on a cross section of the intestine, these would serve as protected areas for the land based microplastics shielding them from attacks as they travel through the tunnels, however the bigger adn floating mircoplastics wouldn't be able to travel thorugh these tunnels.

I will now start to develop these two ideas over week 8 and also start thinking about working on some 3d assets for some of the features that I have designed for my levels so far.

Scheduling 2

With week 7 complete, I will now make the schedule for the latter half of the project, this will include every week up to the final deadline of the 26th of January. As I was able to keep up with my schedule, I have a good idea of how much work I can get in a week, and what I need to do in the remaining time we have before the final deadline.


Due to being slightly less confident in my 3d modelling abilities for the level models, I will only be giving myself one more week of the design process, after which I will be moving onto the 3d asset modelling, as this is the most important thing for me to be focusing on at the tail end of the project.

References:

3DMedicinal, 2023. Full Anatomy of LUNGS [online]. Available at: https://sketchfab.com/3d-models/full-anatomy-of-lungs-1d5ed3b51d834298a39c8fbc32800c77 [Accessed 06/11/2024]. [diagram].

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