I've only just begun to work on my project again. It's really just mapping (most of what is worked can't be captured in screenshots anyway atm, well, rather, they can but they'd be boring ones) but.. yeah.
The training level. I have no idea what this is going to be like. It was initially inspired by the SST training level in theory, and one of the SSTDM levels in design. It turned into something different.
I have a design in mind for my levels, a sort of vision of what I think the future's going to be like. I want the mix between utopia/dystopia to be about 30/60. The training level would give you a glimpse of the former half, a very advanced society functioning without worry. The view outside is getting a TROR makeover, and is in it's most primitve stages. In addition, it's moving from polymer-shadows to "baked" sector shadows.
This is level 0.
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These next screens are the beginning of one of the ruined areas. In this level, you'll be at the exit side of a highway tunnel, and from here, the rest of the road is destroyed, as pictured. The inspiration for this level was drawn from the sunken areas of Tokyo from the Ghost in the Shell series.
This is level 2.
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These next set of screens are from a frozen level, tied loosely to the previous level via a gigantic, now-defunct sewage exit. In the previous stage, as you trudge on through the sunken city, the water will have begun, at certain areas, to freeze. This level's sole inspiration, albeit very loosely, is from the Spetsnaz mission from CS: Condition Zero "Secret War", a facility buried in the snow. The last two screenshots here showcase a small cave, in which I have no idea what to make of it yet. It looks nice though.
This is level 3.
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And two extras that were lying around, testing an AI follower code that just.. does not want to be made. Not the monster one.
AI1
AI2
As for the coding side of everything, my coding is a lot like my mapping. I can't concentrate on one map long enough, its always short, focused attempts on one map one day, and another the next. So with my code, I currently have a bunch of small, broken things. The AI pictured being one of them. I have the weapons somewhat done, but not in the way I want them, so an overhaul is imminent. The UI is non-existant and the whole game still "feels" like Duke. That's something I aim to change. I'm honestly going for something that captures the puzzles (even if in a simpler form for easier coding) of HL2, combined with the exploration, mystery and combat of Mirror's Edge. And when I say mystery, I don't mean storyline-based. That's a whole 'nother can of worms. I mean that eeriness that came from the fact that nobody was ever around, offices where people seemed to work without anyone coming or going, where they normally should, as if they up and vanished. All the while you toil away with how to climb to a vent on the ceiling.. or something. Which will be actually combated in the city-hub type levels (though, considering my limited knowledge of coding might end up more linear than hub) where people-NPCs will be rampant.
Though, sorry if that sounds confusing or abstract.
Also let me know if imageshack starts popping up with ads. I'll edit them all to be direct links if that's the case, but right now.. typed too much.
AAAAND for older screenshots, my old post.