Here is my final level. [Please see updates at the bottom of this post.]
For the sake of time, I chose to use the same garden setup that I made previously, and dolled it up a bit.
I’m a really big fan of the Lost Woods from The Legend of Zelda series, so I tried to give my level the same kind of feel. Hence why it is all outside.
It’s supposed to feel overgrown and abandoned: humans don’t live here anymore, and the mice have taken over.
The objective of the level is to find your mouse friend, who is hiding (in plain sight) somewhere in the level. He wants you to see his snazzy new hat. The level itself is small, but so are you, as Mortimer, so it allows for some nice exploration and enjoyment of the ambiance.
Please note that I am aware of the issues with the camera, and I don’t know how to get the orbiting camera to work. I’ll try to work on it, but at this point I’m not optimistic.
Not made by me:
All architectural models (various class members)
Terrain assets (default Unity package)
Made/Edited by me:
Large towers retextured by me
All mouse animations
UPDATES RE: FINAL CRITIQUE
I wasn’t, unfortunately, able to address a bunch of the issues we discussed in class. I’m not skilled enough in Unity to figure out a way around them. But I did try to provide screenshots of my failures.
— Orbiting Camera: I ran into a weird bug with the orbiting camera. I could get it to move as I’m assuming it would supposed to, but it started out facing the wrong direction and used the Mortimer rig as a pivot point. So, no matter which way I turned the camera, I could never see Mortimer. It was like a weird, off-centered FPS controller. I would personally take a lack of ability to turn the camera around over that, so I scrapped it.
Pictured: One screenshot illustrating the fact that the orbiting camera is not my friend (it started on the other side of Mortimer and rotated around him to the point shown).
— Triggering a Sound Effect when you find your mouse friend: It looked like I would need another script to trigger that, and I’m not comfortable enough working with scripts to work that out. It started giving me hives.
— Fog: As you might expect at this point, couldn’t figure out how to do it properly. I jerry-rigged a particle system. That looked really bad. Another artistic direction decision was made to not do that.
Pictured: Fire looms on the horizon.
— What I DID succeed at: Making a stair to get back into the garden from the secret courtyard, and fixing the idle for the mouse pal so he’s not just standing there awkwardly with one arm in the air.