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Showing posts from February, 2025

Dillo's Dilemma - Fort Design 2

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Hey yo! I've been working on blocking out the playable forts for our capstone game, Dillo's Dilemma. Forts are an interesting challenge, because they need to be open and completable in many different ways. In addition, they should encourage creative use of PINGAS, our game's placeable objects. It's been difficult, but I think I finally have a fort that accomplishes this but isn't too small. It MIGHT still be a BIT small... But not too bad! The breakable structures here give a lot of leeway, but I think that's okay. I think there could still be more obstacles for the player to avoid, it feels too free at the moment. The bowl in the center is interesting, I feel, because it serves as both an obstacle and a potential boon. If the player falls inside, it could be very difficult to escape. Alternatively, if the player was to place a bumper inside, the bowl could then be used as a ramp in every angle. It turns an obstacle into a useful tool, and to this end, represent...

Immersive Sim - Tram Station Blockout using Blender

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 Yo! Today I'd like to talk about how I used Blender in level design. Unreal's in-engine modelling tools are great, but there's just no beating the speed of a dedicated 3D-Modelling program. Blender is the modelling program I'm most familiar with, since it's free and open-source. I've been using Blender for Level Design for a bit now, as it feels very quick to iterate on complex designs. A lot of LD's start with very boxy rooms, which is okay, but it feels like in real life, rooms always feel more complex. That, and square rooms can definitely get boring.  Here I have the level for the game. I have one main mesh which contains the walls and floors of the level. I'm not sure if this is a "smart" or "professional" way to do it, but it's what I usually do. For me, it makes creating doorways, very easy, and allows me to be sure that there aren't "Cracks" in the level geometry. Not to mention, it is SO fast and extremely ...