LD3 Solo Project Final Checkpoint

In this post I'm showcasing the last changes I made for the final submission of this project.

I mentioned that I was almost done with my BPs, but I've still been polishing them right up to the end. I also actually dove for the first time into Widget Blueprints! I made a Win screen to show after the player kills the final boss, and a temporary message once the player has pulled all 3 levers. Like I mentioned in my last post, I also ended up editing both the player's stats, and the enemies. I even got into the Behavior Tree for one of the AIs that I'm using for my boss! It was hard to find at first, but after that I was able to tune the character to my liking! The final fight feels pretty balanced now in my opinion, but we'll have to see what play-testers think.

After some feedback on the visual structure of my level, I made some overhaul changes to the way hallways and doors look. I knew I'd likely end up needing to change these, to get rid of the 'boxy' feel, but was having trouble pinning down exactly what it should look like. It could still use some work in the set-dressing department, so I will continue to polish even after this submission. Here's a quick look at some of those arches:


Some other spots that needed help, were the columns I had. They were almost right in architecture terms, but were lacking the support beam. So I went ahead and added that!

And then the Altar room I had was stated to feel out of place, because it was a smaller room, just larger than a hallway. So the significance of an altar for worship felt out of place in such a small space. So I elected to turn it into another small tomb area, where some coffins were "lazily" littered around, as if they were just dropped there out of convenience.

Before:                                                                         After:


There were several other changes, but I will just show them rather than talk too much about them!

 






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