Worldbuilding Update - Melody


I have been working on implementing our art assets into the whiteboxed level. Upon doing this I have had to optimize some of our layouts to accommodate for real world things like roads and the overall city scale. The biggest change to our whitebox came with the downtown district because the roads were not proportional to the size and amount of the buildings shown in the first picture. After receiving playtest feedback on these changes, players said they enjoyed the scale and feel of the downtown district.  I have also added background terrain that will prevent the player from seeing the infinite void and also provide a sense of scale for our city.

I have made similar changes with the housing district. For example, our building sizes in the housing district rivaled those of the downtown district which thus incurred me to downsize the houses and add more of them. I believe this contributes to the neighborhood feel and will better match the scaling of the downtown district. For the most part the overall layout of the housing district remained this same excluding a few placement changes relating to the gym, training room, and parking lot. I changed this because in the original whitebox, there are no training rooms, but I decided to add them because the space between the school and the gym felt empty. Once we receive more playtest feedback I will see how the players feel about this change and adjust accordingly.

One of the last changes I have made to our whitebox is the addition of a festival/carnival in the park sector. This change was made because I found the assets in our asset pack and thought it would be a nice way to change up the monotony of the park while also adding a recognizable landmark in this district. However, according to playtest feedback more scale changes are needed in order match the festival to the rest of the level-which brings me to my next task, updating the park sector. 

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