An Inside Look at Development - Dillon Lane
Hello Everyone! System Designer Dillon here.
Kept you waiting, huh?
It HAS been a while, though, so this post and my remaining posts will be concerning what I've been up to in the past few weeks.
For starters, during the tail end of the alpha I had the privilege of working with our talented level design team, and assisted in outlining the level tiles for the elite district of City of Abominations!
Which means I can give a little insight as to how the level design process begins.
For starters, we're given a flat amount of tiles to design for the district. Then, level design divides the tiles amongst themselves, making sure a minimum amount of specific tiles (such of corner tiles) are made. Then, we use our prototyping software to design the tiles with assets taken from a list that details what can be used to decorate that district.
After all the prototypes are made, they are reviewed and then the team begins the transfer to the Unity project!
Interesting stuff right? I'll give you an inside look at the QA process next post!
Hey, wanna get alerts when we put out new devlogs? Follow Precipice Games on itch.io and visit our twitter and instagram pages for more about the game!
Get City of Abominations (2021)
City of Abominations (2021)
How will you control your bloodlust?
Status | Canceled |
Author | Precipice Games |
Genre | Action |
Tags | 2D, Action RPG, Dungeon Crawler, Perma Death, Pixel Art, Singleplayer, Top-Down |
Languages | English |
Accessibility | Subtitles |
More posts
- KM Devlog 2May 28, 2021
- KM Devlog 3May 28, 2021
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