Laying out levels and other stuff
Long time no talk!
Well, I’ve been keeping myself busy these past weeks. I have designed the remaining levels and I have prototypes of those levels in UDK. Nothing fancy really, because they are looking like this:
The image above shows 3 parts of the 7th level in Enola (there will be 8 levels in total). This level has been very difficult to design, because I wanted it to be large, difficult, and maze-ish. My main inspiration was the Water Temple in Zelda, even if this level has no water, and the gameplay in Enola is very different.
However, this level has a big silo-like structure and you will have to move across different levels while playing.
As I said this is the 7th level. There will be 8 levels in Enola: So far you’ve (probably) seen the intro level, the island, cabin, church and strip club. The other 3 levels will be a surprise The game will also feature 5 different levels. Writing the endings has been very, VERY, difficult.
Personally I hate it when endings are underwhelming (I’m looking at you, Half Life 1 and 2). However, you have to understand It’s very hard to come up with a good ending. Basically what I’m trying to do is come up with endings that will actually make sense, because I am not fan of “weird endings that are open to interpretation” in horror games (or in any kind of game, unless it actually earns it).
Enola doesn’t, HA! Well, what I mean is that the game is not cryptic in any way so a “weird figure-out-by-yourself ending” doesn’t make sense.
Anyway, there’s something else I need to report, but not yet