Seeing as so many people seem interested, I thought that I would try to keep everybody up to date with the progress I have been making on CTF Despos (formerly known as Despot).
I spent the majority of this morning working on the visuals in the level. And seeing as pictures speak a thousand words, here’s 16 of them!
A Small disclaimer here: The following screenshots are of an extremely early work in progress, and in no way represent the quality of the final build.
For those of you that are interested. Once I am working within the unreal engine, my workflow goes as follows:
- Conduct first Layout pass (This is where I rough out the entire level using BSP)
- Layout Iteration Phase (This is where I iterate on the origional layout until I am happy with it)
- Functional Lighting Pass (This is where I add basic lighting to the map to make it playable)
- First Gameplay Pass (This is where I do basic bot pathing and item placement)
- Gameplay Iteration Phase (Same as the layout iteration phase, but for item placement and pathing)
- Create Proof of concept visual area (This is where I work on one area of the map until I feel that I have reached a high enough level of visual polish to regard that area as a good template to base the rest of the map off)
- Conduct first visual pass (This is where I work as quickly as possible to bring the entire level up to a state that vaguely resembles Visual Concept Area)
- Conduct second visual pass (This is where I polish the visuals until the quality across the entire map is consistent)
- Conduct first optimization pass (This is where I do the bulk of optimization work, such as using cull-distances, level streaming volumes and removing unnecessary BSP shapes and faces)
- Final Layout Iteration Phase (Now that the map looks decent)
- Final Gameplay Iteration Phase
- Final Visual Pass
- Final Optimization Pass
- General Iteration and Polish Phase
The above bullet-points pretty accurately gauge my workflow, however, I tend to work on optimization, game play and layout pretty much all of the way through production, right up until the level goes final.
At the moment I am currently in the “Create Proof of concept visual area” stage, and I have a very long way to go.
Major changes and additions include but are not limited to:
- More consistent use of large meshes across the level (such as the apartment windows).
- Changing many of the materials used on BSP
- Generally adding more meshes to level (such as trim meshes, and doors and windows)
- Created some viewable, but non-playable spaces to level to make it feel more like a real place.
- Carried out many optimizations on BSP and Meshes
I hope you enjoy reading and viewing the images! Let me know what you think!