Choconoa Devlog #2
Last week we made a draft design document to visualize the global structure of the game.
Because the levels are linear with a lot of verticality and the camera free, we are trying to find a good solution for the boundaries. Of course it will be heavily filled with environments deco but we want don't want to spend a lot of time making sure there are no holes! And we don't want invisible walls which are not obvious. So I tried with a depth-faded (using depth fade for the intersection between the wall and the other objects, and a camera depth fade) magic wall like this:
Now the chantilly path automatically conform to the ground:
As much as possible we try to save time by creating tools like this:
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