Another week of hard work has passed. This time I spent some time trying to figure out the more administrative sides of the production, as well as carrying on the work of developing and progressing the game. This week I've set about creating the pieces and thinking about the reasons behind the addition of another room to the demo. The horror staple of the bathroom I've been working on for some time.
This involves not only the creation of meshes and materials, but also involves the level design and storytelling. As I'm still figuring out the nitty-gritty of what you would get to experience while there. Naturally, it would not involve what people usually experience in bathrooms. Believable as I want our environment and designs to be, there's no real reason to subject the players to that kind of realism.
And as ever, I've made sure to playtest our budding demo without end. To make sure that no step I take along the way left issues for me to contend with behind. Or at least, to discover these issues and add them to the list of things to hammer out before the approaching first release.

As mentioned above. Part of the creation of assets involves textures and materials. And while last time I've shared the bare bones of a few assets. The underlying mesh and the wire-frame that holds it all together. This week I have decided to share the materials themselves. At least a few I made using Quixel's powerful tools and library. Some you are likely to experience in the upcoming demo. And some a bit more horrific materials that you might encounter further down the line.


























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