19/06/20

Went back to the previous dungeon and did a massive overhail to the assets. Nothing drastic, but allowed me to quickly decorate the walls.

For a brief explanation: i might be mentally challenged, because i already take advantage of these tools and whatnot. the thing is that i previously would sketch out the level using polyshape in probuilder, and then painstakingly decorate everything, wall by wall… with the small adjustment i made, i did the simplest trick know to mankind: wall modules using prefabs. I know, i know, a seasoned unity dev would surely say that this is the obvious way, but i’m slow and didn’t occur to me despite this exact same process being key to larger levels, like the favela-looking one.

with this work flow i was able to turn hallways from this

to this

please don’t point out the different lighting, i know it’s a drastic change and the lighting is not the point, but rather how quickly i added detail to the walls by using prefab modules. i’ll adjust the lighting later. What i appreciate the most about this is that i no longer have to go placing lamps, lights and other details wall by wall around the level, and now i’m going to use this for future levels. This also incidentally allows for procedural generated levels…

on n1rvanna we went over what needs to be done for the mixer and work is already under way, some first tests are expected to be done today. not much to say other than that. yeah i know, n1rvanna is in a tricky space when it comes to project relevancy and has more secrets that need to be kept secret for a while longer, but bear with me – a vague update is better than nothing.

for X i continued doing the sprite, which is taking longer due to lack of a good reference for the materials and color palettes i want to use, but it’s looking good none the less.

reminder to go over the preliminary geo sent by the 3d team and point out quirks, and design two important characters for the favela-looking level.