Seth Kolb: Milestone 1: Level Blockout and Greyboxing
Iron Echos: Zenith's Uprising » Devlog
Hello this is Seth with a Devlog about my Level Design in the early greyboxing stages.
I started my blockout with two main ideas that Zenith would wake up underground and inside of old ruins. With my design I wanted to make the ruins have a direct path to follow yet explorable so that players could look inside of nooks and crannies to find items and appreciate the environment. Within my design souls like games and ARPGs usually have nonlinear level design.
I like to corporate a Metroidvania element or aspect into the design. The Level design is taking an approach using gothic architecture and a steampunk setting.
Originally we decided to grab inspiration from Dieselpunk but communication wise and having more inspiration to work with. We decided for the best to choose a steampunk design.Get Iron Echos: Zenith's Uprising
Iron Echos: Zenith's Uprising
A Robotic Wanderer "Zenith" With corrupted memories hiding their past, they embark on a journey looking for answers
Status | In development |
Authors | Strayife, JohnIsDecent, WickedSomeone, logan21113, Xexem |
Genre | Action |
More posts
- Milestone 4: Finalizing UI Assets43 days ago
- Seth Kolb: Milestone 4 - Graphical Tweaks and Post Processing45 days ago
- Seth Kolb: Milestone 4 - Outline Shader45 days ago
- Logan Milestone 3/448 days ago
- Milestone 2: John's Healthbar and Minimap48 days ago
- Lance Harrington: Modeling for the Semester50 days ago
- Seth Kolb: Milestone 3 - Refactoring Weapon System50 days ago
- Seth Kolb: Milestone 3 - Level Design for Playtest50 days ago
- Lance Harrington - Milestone 3 Part: Enemies and Portals54 days ago
- Lance Harrington - Milestone 3 Part 1: Save System59 days ago
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