Creator Wizard Seth Dev Log #2 - Multiplying Structural Complexity
This blog entry marks the letting go of a level I have been working on. It does show a lot of potential, and there are a lot of things I like about it. However, there are a lot of things that need to be moved around, and lot of areas that I did not develop correctly. Sometimes its easier to start back over from scratch and sometimes its better to repair what you're working on. In this case I believe it's better to let go of of it and create something new.
Here is some pictures of some re visioning I was doing
We start with the original ramp. We can see that it is very large and overly simple. The ascent to the platform above is not very exciting or dynamic and it doesn't really offer many options.
The same thing but from another angle to display its features.
Here is another attempt. I like this attempt much better. It's much more organized and coherent and appears more structural and less abstract. Navigation would be easier and understanding the geometry and forming a strategy around it would be much more straightforward and I think satisfying. Of course there's always the guy that wants to say hey its all objective everything is correct it's a matter of taste. Then you go and see what his maps look like and they're giant arrays of abstract looking beveled cubes going off in random directions and good for him at least he gets to create what his heart desires.
Now here I simply add the wall going around the outside of the perimeter of the area and add a similar looking ramp going down to the lower level. This area seems complete for now, there's certainly always more that can be done but I think it's time to move on.
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