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MrWrapture
MrWrapture

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Using Placeholder Assets Again.

So, I've been looking through the levels, and I just have this feeling that something is not completely right about them, but I couldn't figure it out. Then today I had this thought that because the levels are pretty much empty with very basic assets, the levels just don't feel too appealing. Of course, this is understandable, it's an Alpha build, but it doesn't make things that interesting for people who want to play test. Plus, it makes me try and picture how the final rooms will look, and it's difficult cause I need to think about not only how it looks, but also how the props and design don't negatively affect the gameplay.

This is what leads me to think about using placeholder assets again for the game and deciding to buy this large, low-poly asset pack of Ancient Egypt (almost 1,000 different models) so not only I can have actual props and not just a box that says chair, but props that actually would fit the games theme. Additional benefits of using placeholder models are that the 3D modeler who made the model for the Demo can use these assets as a reference or a starting base when they begin modeling the official assets for the game, which would save them a lot of time. Lastly, it would make the Alpha Builds look more appealing for Supporters, but also for onlookers, when I need to show off some of the levels during devlogs.

Anyway, I thought I would share this info with all of you so you are aware that later builds of the levels will probably look way more alive, but of course, the models are store-bought assets and they are currently viewed as placeholders.

Using Placeholder Assets Again.

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