1/1/2025
Handed off the project to the lead programmer and took a break for the holidays and now I’m getting on with my next tasks. Got the project back with gameplay mechanics implemented for the survival map. It is a lot of fun already but needs polish and fixes. Today’s meeting is all about next directions.
Feedback from Art lead is that the building block meshes are too small. Though they were intended as just background art. Making every building physically large enough to enter and be believable as a house will make the map massive. Need more input from Art on this.
-Disable lighting on buildings for performance – Done
-Playtest the level and find gaps – Done
-Make sure things are split into specific “Sublevels” – Done
-Build building insides – Done
-Increase size of all buildings for “Realism” – Done
-Add Further Props – Done
-Add Roads in Scholar District – Done
-Work on Landscape Layer – Done
-Delete the hexes on the open world area. – Done
Level Development sprint 2. Added Landscape layer, the edges are high to prevent player escape and also to give that Kingdom in the center of the Crater effect from @PikDaCat narrative design. increased size of all buildings by about 20% per @xAnchii (Anna) art suggestion. Ran some playtesting per @Orrett C programming request and found some gaps that players could fall though and corrected those issues. I still need to build out the insides of the two district buildings and add more prop work for this weekend.







