To create the immersive experience of crossing the Bog of Eternal Stench, my predominate focus has been on white-boxing the level, and implementing blueprints that will form the basis for the interactive experiences.
Exterior of Bog of Eternal Stench.
White-boxed level showing player's view of the bog. Currently I've implemented ambient bog sounds, ground fog, and an initial pass on the lighting. Additionally, if a player crosses the water without stepping on the rocks, one of three fart sounds will play to signal the player not to cross.
Proxy Ludo created by Pedro, proxy trees and moss created by Crissy.
Interior shot of throne room from Labyrinth.
White-boxed level showing the tower of the Goblin King. I've begun basic lighting changes as well as adding in height-maps for the landscape, and UE4s water system to create the bog.
Proxy tower room concepted and created by Daniela.
The interactive blueprints currently in place:
If the player interacts with Ludo physically, he will begin a call to raise the rocks.
This is the blueprint for the first rock that will raise when Ludo begins his call. In turn, it will call the event causing the next rock to raise.
To enter the Goblin King's throne room, the player will have to correctly answer a riddle. Upon doing so, the doors will open a set number of degrees, and then spawn the player in the interior of the tower.
First pass of volumetric ground fog.
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