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Experimental Development: 5 – Harder Labour

A quick post to document the creation of the secret alchemy lab, and primary play area of the game. Using the same pipeline process, I created the general structure of the room, and designed the areas I wanted to block out in them.

Initially I wanted a straight passage into the lab, but I felt that a staircase downward would have a stronger effect on the player, as it obscures their line of sight as they descend, and the descent itself lends to the feeling of mystery, and deepening the puzzle.

I divvied up the room to clearly communicate the key areas of interest the player would have to grapple with when entering. The first thing the player sees is the table and alchemy table straight ahead of the entrance. This table has a grimoire on it, and the alchemy stand will have the potions to be identified.

Structure of lab
Divisors in lab
Texturing of pillars
New lighting using ACES tone mapping and bringing up the shadows in post processing
Entrance and staircase to the lab
Entrance to the lab

I wanted to frame the key element of the playspace as the focal point of the player once they entered it, clearly signifying that this table and it’s contents are important to the experience

View from the grimoire table

Next I’ll be breaking down the different potions and solutions I designed, to better understand how I’ll communicate their uses and features to the player for the purpose of identifying them.

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