Mid-Production


In Engine:

As a way to signpost the game and deter the player from going to areas that they are either not meant to explore yet, or to prevent them from leaving the bounds of the level itself I have created a volumetric fog to place throughout the level.

In a previous project, I had created some glowing sprite assets that light up the surrounding area with floating particles - these have been imported as they can be used in place to help guide the player in the darker areas of the map and/or during night time throughout the level.

A camera sequence has been added that pans over the level at the beginning of play to show the player a general idea of the direaction they need to go to progress through the earlier stages of the level. The first set of 3D assets has been ported into the engine ready to be used in procedural content volumes for spawning foliage on landscape meshes.

Video - 

Video of the Camera Pan and the level as it currently is: 


Wandering Spirits DevLog by Spencer D Sayers / Edits by Callum Haydon
Game Art Content by Liah English & Callum Haydon

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