The level of my Super Space Trooper video game that is currently being worked on will consist of a long roadway with buildings surrounding on either side. I spent a good three or four solid days working on the modeling and textures of the buildings, but to really sell them and their environment, I wanted to add some fog, haze, glow, whatever you want to call it, to the level. In many science fiction images of cities, you’re exposed to unnecessarily tall buildings in the distance and the obligatory haze, which is usually smog of some sort. I’ve decided to keep with that theme.
Once again, this level has taken far longer than I expected or hoped it would take, and I haven’t even begun working on the animation sequences or enemy flight patterns yet either.
In this test-run video sequence, you can see that there’s an (intentional) claustrophobic feel to the level. I’ve been told a few times that the level very much feels like the death star sequence in a rather famous movie. I can totally see the similarities in hindsight I suppose.
What makes this level different from the others is that the player will be presented with a choice in direction, which they can choose to follow. It will determine the path they take to get to the boss. In order to do it, I’ll need to make a few animation sequences within the environment since the player is always on a constant path forward. When that’s done I’ll be sure to post an updated video, perhaps this coming weekend. So stay tuned.
But for now, here’s another image similar to the one above.