I have added a lot of items and objects that will help flesh out the story of the stage and the target the player is assigned to hunt down. There are a lot of objects that I wanted to interact with each other so I had to make sure they could affect each other. It was a bit of a pain for certain things to affect the player and other objects at the same time but I eventually figured it out.
There are also interesting things I was able to create that will test the player’s observation even more. I hope I am creating a good enough space for the player to explore and pay attention to their surroundings to show what the coming fight will be all about. Most if not all of the level is built to show what the boss is capable of and what needs to be done to take them down.
Besides the screenshots of my poorly organized and badly made blueprints, I didn’t take much else. A lot of what I worked on was mostly writing stuff for the player to read. So I had to put to make sure that each readable object was in tune with each other. Not a thing out of place. It’s not too difficult since the levels are self-contained, but also some things do hint at an encompassing story and the lore in general. I have to make sure my writing is consistent and within continuity. To do that I have to make it easy enough to keep track of but not too simple to make it boring. A balancing act is what it is.
I am nearly done with everything but the boss fight for this level. The rest of the week I will make sure the entire level is finished excluding the boss. I realized there is still a lot I need to prepare for the steam page so next week I will do as much work as I need to finish that. That will include writing descriptions about the game and also preparing the capsules (images). By then I will have the art and logo I commissioned from the artists.




