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.
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 AssetsDec 06, 2024
- Seth Kolb: Milestone 4 - Graphical Tweaks and Post ProcessingDec 04, 2024
- Seth Kolb: Milestone 4 - Outline ShaderDec 04, 2024
- Logan Milestone 3/4Dec 02, 2024
- Milestone 2: John's Healthbar and MinimapDec 01, 2024
- Lance Harrington: Modeling for the SemesterNov 30, 2024
- Seth Kolb: Milestone 3 - Refactoring Weapon SystemNov 30, 2024
- Seth Kolb: Milestone 3 - Level Design for PlaytestNov 29, 2024
- Lance Harrington - Milestone 3 Part: Enemies and PortalsNov 25, 2024
- Lance Harrington - Milestone 3 Part 1: Save SystemNov 21, 2024
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