Environment Development
I've started to flesh out the environment sketches in my previous post adding more detail. In some I focused on detail and in others I focused more on the atmosphere and harsh shadows. The main environment I focused on in terms of detail is a room where kidnapped victims are kept deep below the house with the only light source being the candles, because of how old this part of the house is there is no electricity, the walls have cracks and are made up of lengthy worn planks that have aged with the house. This part of the manor I want to contrast with the more well put together façade of the place. As the player slowly explores the manor slowly begins to unravel revealing more of its darkest secrets as its explored.
Because I am thinking about keeping the game as a side scroller like the traditional clock tower games I've wanted to show what it could look like as the player navigates. I also looked at a fixed camera angle like many horror PS2 games (resident evil code veronica, haunting ground, clock tower 3).
Comments
Post a Comment