This week was spent mostly optimizing and streamlining the level creation process. I went with a simpler, prefab mesh based construction methodology that drastically reduced the time and headache involved in level creation. As you can see from the video, the lighting effects benefit from the mesh-centric system.
I also reduced the number of character archetypes from 4 possibilities to 2 firm choices. These 2 are the Stranger: a gunman and acrobat; and the Duelist: a lithe trickster.
This coming week I will focus on weapon stuff such as animations, weapon models, the interaction system, and damage.
Thanks for reading
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