Cave Game: Level 3 Greyboxing

 The greyboxing for level 3 is now just about complete. The level is one long stretch, consisting of light parkour and navigation skills, and enough interaction to make the player nervous that the monster is coming after them. the walls are fully constructed using irregular hexagonal pyramids and prisms, warped to look like crystals, which, in the final product, will likely be glowing with white light. 


The level is made up of 3 sections, each of which is capped off with a glowing crystal barrier, and a crystal that can be removed and put in the player's inventory to lower it. The first section contains some light parkour, such as jumping over some obstacles and running up a ramp, whereas the second is far more cramped and winding, and the third section combines the other 2, with a cramped section that requires jumping or alternative routes to get through, and a final area in which the player jumps for their life over a bottomless pit, thus losing the monster as it falls down the pit. 

Overall, this level is meant to be a simple but effective adrenaline-pumping chase scene, in which the player is faced with simple challenges that are amplified by the fear of being caught by the monster.
If I were to do this again, I would try to create more unique models, and sort out the issues causing parts to be clipped out of the visuals of the geometry. This issue was rather annoying, however I'm unsure what caused it, and if I had more time and knowledge, I would have liked to have solved this issue. Additionally, having more varied pillars and spikes would spruce up the design a little, and allow it to feel less repetitive.

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