This week I textured the Duchess’ House, here it is below:
I believe I managed to create a stylised looking building
with saturated colours with a slightly painterly feel. I exaggerated the textures
more than I intended because the house is a little bit set back in the level,
you don’t get very close to it so it’s exaggerated so that you can see the
large detail. If I get more time later on I might change the colour or value of
the roof tiles, they’re too similar to the cobblestone I feel.
The rest of the week I spent creating the branching
conversation with the caterpillar. Like before with the puzzle, this was just
very long days working in blue prints getting this conversation to work.
It’s setup in a similar to the previous puzzle except I’m
toggling the visibility of text rather than moving it into a place. The
conversation isn’t exactly branching, we wanted to give the player the illusion
of choice so we made a conversation where the player can choose one of three
answers. Each answer doesn’t affect how the Caterpillar responds, the answers
were chosen from the text and put together so that whatever the player chooses
the conversation still makes sence.
The blueprint is pretty complex, here is the zoomed out
version:
It’s all toggling visibility and setting variables so that
you cannot accidentally activate the wrong conversation at ANY POINT, I spent a
very long time mashing all the keys on the keyboard during the conversation to
make sure nothing silly like last time could happen.
As I went along I learned certain things about blueprints,
for instance after making several portions of the blueprint like the one below,
I worked out that I could replace the parts highlighted in yellow above
with a single
“Disable Input” which made the blueprint smaller and tidier.
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