This week I have been working on designing the terrain. There are many considerations to take note of such as the type of monsters, buildings, lootable areas and environment interactions. It takes much effort to create a level which blends all the above conditions, I have to meticulously design the level to ensure that there are no loopholes and bugs in the level.
These are the screenshots taken from DeadLands, there are volumetric fog and good lighting provided by the High Definition Render Pipeline (HDRP) in Unity. These features are resource-intensive, thus I suggested to create settings to lower the resolution and environmental details.
I do not have any assets for the level, so currently I am using placeholder assets from Unity's Asset Store to build the level. The level is painted using textures from Unity and utilising Unity's terrain toolbox. Because the level is huge, there is going to be 2 types of enemies and various buildings for the player to explore and loot.
Sean Ngo
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