![]() ![]() ![]() The light setting and mood felt more in tone with the two adjacent areas and the cave's props didn't feel out of place. This way, the transition would feel more realistic, and the mood progression would come more naturally. Call us crazy, but we are super careful with controlling the shades and contrasts of everything that affects story and mood progression!īecause we also felt our first attempt deviated a little too much from the transition role it was intended to fulfill, for our next iteration we gave a step back and tried something that would be almost like a customization over the previous seabed environment. Also, it's a little too dark and spooky, which would kinda ruin the shock of entering the cave system that lies right after this area. First, it just felt too deep, far more than Dave would be at this point in the story. However, there were problems with this first approach. Our first try resulted in the dark, gloomy environment you can see below. Our first thought was to combine elements from the two adjacent biomes - regular seabed and cave - to form a whole new biome. With this in mind we started concepting an environment which would gradually introduce the caverns biome. However, there were demands coming from other aspects of the game design that required us to create another area between these two main spots - namely, we needed to provide some variety to the player as he advanced through a big sequence of challenging areas, and we also felt the need to reward him with some new content after he survived a certain story event that we won't spoil for you These two areas host important events that shape Dave's story as he tries to escape from his dire situation. The two main areas of Act I are the basic seabed biome and the underwater cave system. Today we share the creation process of the Exterior Caverns, an area that you will be able to explore before the final confrontation of the story's first act. In the last update, we showed the results of the cavern's development process, the final level in Act I. Last Dive Update 25 - Shaping Act 1's Last Areas ![]()
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