Darkness Rising: Production Update


UPDATE: Unity project is nicely under way, creating the basis of the level as well as getting coding surrounding the feel of the player-character, death boundary (Darkness), and Darkness' animation in order. Haven't really done much coloring, and the scene is only filled with temporary lighting, but by the end of the weekend I should be in good shape for continuing to develop the level vertically.

Something notable, the original aesthetic wasn't really feeling right for the level, being industrial in its nature, so rather than fighting it tooth and nail at such an early phase of the process, I opted for allowing myself to build it in a way that feels right, which has ultimately made me wind up with this interesting, more cave-shaft-like, vertical tunnel aesthetic that I am fairly excited about. Color scheme will still feel similar in that the jump-spots will be colored vibrantly, split into different sections as the player ascends the height of the tower.

Next steps after getting this coding and animation down are going to be creating a pause screen and hopefully a start screen, so that I can finalize the coding for the death/lose scenario.

Then after that, continuing to color and texture the level, looking for hiccups in the build of it, as well as game breaking sorts of bugs/exploits.

I don't have a gameplay video yet, as I'm planning to wait until I finish the main game-coding (which shouldn't take too crazy long), however, I did take a few screenshots to give a bit of a 'first look' of sorts with what I am working on right now. Hopefully it gives a bit of a clear insight with the direction I'm taking, however, if something about it seems off, or there needs to be more detail given outside of this basic, undetailed version of the build, I can 100% go into more depth with it as needed. (attached are 3 screenshots from within unity of the level thus far)

4/17/2021

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