Good evening, dear readers.
This last week has been, well. It’s been stressful. Our code is a mess, the collision still doesn’t work, there’s no feedback when the Aquila takes damage, barely any special effects, like sparks from the damaged hull or fire from the thrusters, are implemented despite having existed for weeks. I don’t even know if our sound works yet. It’s a mess, and we’re supposed to be done at this point.
What affects me more personally is the fact that the background was unfinished still, and so, I had to complete it. Twice, because I apparently got it wrong the first time around, thanks to misunderstood (imprecise!) instructions.
I could talk for hours about my issues with the way we did the background, but that would mostly consist of ranting and whining, and that’s not what these posts are for. But, I am going to summarise it, while keeping the salt-levels manageable. Hopefully.
As you may have noticed from previous posts, my main job in this project has been to create environmental assets. A different team member took on the task of designing the level itself. From the very beginning of the project, I had been designing the assets for a tile-based system, (not square tiles, but the same principle) as we had agreed that was how we would do it at the start of the project. Unfortunately, that changed somewhere along the lines (entierly without my input), probably due to code issues and the other team member having closer communication with the programmers. And I was never properly notified.
The end result was… frustrating. I was forced to hastily overhaul about a third of my assets, many of which had been greenlit weeks ago, and scrap another third, all to adjust to the sudden change in artstyle and method. I was then to place them all within the level, as well as draw about half of the assets now added to the background by hand, right on the canvas, from scratch right then and there. And I only had one single evening to do so.
Ranty paranthesis: (I was only alerted to this need on the Wednesday at 18:00, and that evening was spent working on version 1, which was scrapped pretty much entierly. Of which I was alerted late Thursday afternoon. And yet, I’ve been having trouble finding enough tasks to fill up my schedule for two weeks. I could have done this a while ago, had I only been told. This could have been way more detailed! Looked way better! I’ve been asking for stuff to do this entire time, dammit! )
In the end, this is what the level ended up looking like.
All of the plants and most of the crystals are what I added this week. One of our original concepts for the level was that it would start of bright, being close to the surface, and grow progressively darker as the Aquila descends. However, due to aforementioned technical issues, that could never be implemented. In a wish to stay true to our original vision in at least some way, I decorated the level with this idea in mind.
The level starts with moss creeping in from between the rocks, and there are some level of green vegetation in the first few rooms. Gradually, greens recede to make way for crystals. I tried to also give each room its own colour, to make them more distinct from one another. Towards the very end, different kind of plants appear: purplish-red vines, dangling roots and a flowering tree with spiral branches. These are meant to look more subterranean and “alien”. The spiral-tree was, blissfully enough, an asset I’d made earlier, but the others I made on the spot, including the roots grasping the crystals. The reddish colour of the vines was inspired by the red kelp that often grow where very little sunlight can reach the sea floor. Since so little light would reach those vines, it only stood to reason that they would also be red.
All in all, I’m still okay with how the background turned out in the end. I’m just bitter about the proceedings that led up to it. Suffice to say, I grew even more bitter when I found out that our programmers hadn’t managed to implement it in time for the showing on Friday.
Oh, well. Live and learn. Better luck with the Themepark, I suppose.
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