Whitebox Process [Basement]
Basement
The basement design started with a staircase inspiration a basement from the recent foreign film Parasite. I wanted to continue that feeling of not being able to see what's around the corner so the first thing i put in the level was a blank wall thats right across from the doorway. I wanted the player to only see darkness on either side unless they committed to looking in one direction, potentially exposing themself to the danger on their blindside. But there is no danger. I then created the parallel hallways in the direction of the previously mention wall, so that the experience is the same either path they take. They'll see light shining on the wall from around the next corner, guiding them to the goal of the room. Unfortunately, once they enter the U shaped wall, they'll hear the basement door open, and a monster will enter the room. I put hiding spots throughout the basement so the player has plenty of places to hide and let the monster pass by, but the player will have to act quick. Eventually the monster will leave, and the player will be free to grab the key item and leave. Pretty easy peazy stuff.
Thematically i designed the room to have a sort of food storage type feel with a bunch of shelves and barrels lining the walls.
Get Heirloom
Heirloom
Status | In development |
Authors | Jeshua Johnson, davidsjcha, ClintonThai |
Genre | Adventure |
Tags | Horror |
More posts
- AI part 2May 06, 2020
- Greyscale Shaders and Survival MechanicsApr 22, 2020
- [ Part 1 ] Making Horror Game AI : PatrolApr 22, 2020
- Heirloom WhiteboxApr 13, 2020
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