Goodbye Timmy
- joeyjordanschool
- Apr 7, 2022
- 2 min read
Once the environment props were ready, and I was back in person to continue with other files, it was clear that the actual environment itself. I had already begun on the models for the environment working off of the template created by our level designers, and simply needed to continue refining it.

While the overall outline of the level is rather broken in several places, giving the impression that this ship has several strange bulges on the hull, I was quite happy with the final result. As seen here, this is the level in its current state with the post processing filters applied. More on that later. The puzzle room in the lower right took a little longer to build than the rest, primarily due to its absence in the original template I had to work with.


One section that took a little more work than the rest of the level was the boss room. With the intended boss being a guard dog, the room had been themed around the brig of a ship. The bars provided a challenge in face count, as including each individual bar would cause the poly count to spike incredibly high. In the end, a simplified bars model would have to do, as the alternatives didn't look very good.


In addition to the door made last week, two more were added. he cell doors used in the boss arena, and the boss door indicating a tough fight ahead. I did originally rig and animate these just like the previous door, however all of these doors had to be reworked due to collision issues with this method. It was quite simply easier to make the doors open with a blueprint rather than an animation, as a blueprint would be necessary anyways to update hitboxes. The basic blueprint can be seen here.

Shortly after this I completed another weapon model for the game, the battle axe seen here, and then we went on spring break. When we returned, we discussed the work completed the week before break as part of the polishing game jam. Unfortunately, despite the teams efforts very little polishing actually occurred. Given the state of the game all of my time was dedicated to finishing incomplete or missing assets, and even then many remained incomplete. By the end of the jam we did not have a finished product to release, and given the time we had left in the year we were unconvinced we would be able to complete this project. After a team vote, we elected to return to the semi-wormhole project from a previous game jam, and to polish it to a point of completion with the time remaining.

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