Studying at Breda University of Applied Sciences
I have discovered a lot of problems in the previous blockouts regarding line of sights, something I severly overlooked. I had to make spaces with event-based logic to always provide visual feedback.
I have discovered a lot of problems in the previous blockouts regarding line of sights, something I severly overlooked. I had to make spaces with event-based logic to always provide visual feedback.
I want to post some progress on how the Quake level in Unreal Engine is going.
I have saw that the hard difficulty and tricky positioning of enemies was causing players to fail. Instead of giving up, they tried again. Now I want to experiment with creating a satisfying challenge.
I want to post some progress on how the Quake level in Unreal Engine is going.
I have saw that the hard difficulty and tricky positioning of enemies was causing players to fail. Instead of giving up, they tried again. Now I want to experiment with creating a satisfying challenge.
Designing the tower offered to experiment with elevator combat as well as vertical navigation and combat. Progression upwards helped player orientation in tower.
Designing the tower offered to experiment with elevator combat as well as vertical navigation and combat. Progression upwards helped player orientation in tower.
You can see that I added stairs to the doors at the end. It was a great solution to get player into the room, since the doors are locked without a golden key.
You can see that I added stairs to the doors at the end. It was a great solution to get player into the room, since the doors are locked without a golden key.
As part of my first assignment during Year 2 at BUas I have to create a Quake level in an Unreal Engine template that replicated the original game.
It is interesting in comparison to Trenchbroom since the freedom of engine allowed me to create breakable columns as a level ingredient.
As part of my first assignment during Year 2 at BUas I have to create a Quake level in an Unreal Engine template that replicated the original game.
It is interesting in comparison to Trenchbroom since the freedom of engine allowed me to create breakable columns as a level ingredient.
As blocktober has oficially started I will kick it off for me with WIP bits of a Trenchbroom Quake level that I picked up to learn how to use that tool.
As blocktober has oficially started I will kick it off for me with WIP bits of a Trenchbroom Quake level that I picked up to learn how to use that tool.
I will be trying to meaningfully create oppressive experience in the levels.
I will be trying to meaningfully create oppressive experience in the levels.
(had only 5 hours for it even though jam lasted a week)
(had only 5 hours for it even though jam lasted a week)