Dizzying perspective

Building the castle is hurting my brain quite a bit because I have made it have so many different perspectives based on the room. I didn’t think I would be adding furniture at first but I came up with a story explanation as to why they don’t fall, and anyway it is a weird castle so gravity is strange anyway.

I started making more interesting and larger rooms, adding decorations and whatever props may be inside. In time I will figure out what other interesting items will be within, and how to keep them in place. The most difficult part is truly having to make the rotation work well with everything inside the building. But I’ll figure it out.

It’s coming along quite well. I’m not sure how big I want to make it. The bigger it is the more difficult it will be to rotate in game, so I’ll continue to stress test it as it becomes larger.

To deal with my problem of the perspective shifts, I think I can simply rotate the entire building rather than moving the camera. Or I can build a room flat, on a normal perspective and simply connect it by rotating it. Either way I need to take my time because I want this to be a very well-made map with an interesting path to explore, not a singular one, but give the player choice of where to go while figuring out where their goal is.

A few more rooms I think should be enough. Then I have to fill them with physics objects and inspectable items. My idea for the boss will be difficult to implement as well. This is definitely my most ambitious map yet.

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