Gothic town level documentation
Level Description -
For this level, I took the aesthetic inspiration from Bloodborne. I made the level with the City of Yharnam in mind. The map has two levels and contains narrow passage ways and some indoor areas as well. I wanted the paths to be narrow but still wide enough to allow for combat.
The level is currently in the block-out phase but I plan to use asset packs to set dress the level. I currently have some mechanics scripted such as basic melee combos, a health system for player and enemy, enemy AI, a stamina system, a dodge roll, a basic dialogue system, and an enemy lock-on. I also made a basic boss encounter and dialogue box. There are also three enemy types: A Melee enemy, a range enemy and a boss.
Set dressing pass
For this set dressing pass I used asset packs to set dress my blockout and make it feel like a gothic city while leaving enough room for combat and traversal. I also did some basic lighting. I tried to go for a full moon evening setting. One of the issues I was having was the rubble I had in the blockout. After testing, I found that it made it way too difficult of traverse the level and the player was also getting stuck in places. So for this iteration I did away with it and left the paths clear and uncluttered. In the end, this project was an interesting challenge. There was a lot of trouble with the scripting of the melee combat and AI, but after figuring it out I felt very rewarded.