Today we are working from home. In the morning we had a short meeting over discord with the group and with a teacher that just gave us some information and asked if we had any questions. We don't have a VPN yet so we can work 100% from home yet but that is in the works. After the short attendance check and goodmornings in the discord we jumped into our respective channels in our group discord. Since we are working in feature teams I was in the level feature group and we all sad what we are going to do today and that we are going to check in with each other after lunch.
I'm writing this blog throughout the day and not as a full entry at the end of the day. At the moment the clock is 11:22. This morning I've watched at a GDC talk about the 10 principles of level design. I have not watched it all yet cause I had some stuff I needed to discuss with my team and had to do some Unity work. I streamed my screen and asked for imput from the other designers about the size of the room and they said that it looked good. Right now it's 42x42 units in unity. The problem with that size though is that our doorframe that is 4x3 is off centered. So we'll need to expand the size of the room a tiny bit so that everything is centered. So I'll check that later to come up with a fix. I wish there was a hole maker in probuilder so I can just carve out a doorfram from a wall. At the moment I have to extrude and plan out every snapping move to get it right.
After lunch I finished my GDC talk finally and wrote notes through the entire thing if I want to read it later if I forgot something. I've just been in a call with the designers and decided on some music stuff, style and so on. We are basically all for synthwave music, Carpenter brut, Dance with the dead, type of music. I made a room that is round as well because I heard in a GDC talk that round rooms brings a certain peaceful feeling. But we've had a brief discussion about a challenge room in the game as a stretch goal and I pitched the idea that that round room that is basically empty could be challenge room if we place a pedistal in the middle of it. When you click it you get to choose a stat upgrade of a augment that enhances your run and after that a number of enemy waves will spawn one by one. Since we already have a spawning system in the works it should not be hard to implement even it was a stretch goal at first. So we thought we could have an increasing chance of getting this room foor each floor you go to. So first it's a 10% then 20% and increasing to the last floor. But you cannot get the room more than once. Since we don't want too powerful runs or unbalance things.
I talked to the artist about the door size and showed them what I've done and one of them instantly complained about that our doors are all in the middle of each wall because it would make everything seems too symetrical. We had a long discussion about this and all of a sudden we were like 4-5 designers and all the level artists / environmental artists talking it out and we tried to explain on how we are suppose to do this in such an efficient way as possible. The conclusion were that we are going to revisit the sizes once we have gameplay. At the moment we'll leave the doors in the middle as we said from the beginning because the extra work from offsetting the doors and make it just as smoot as having them in the middle is not worth it. All designers were against it.
But now the day is over and I'll continue to work tomorrow :)
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