TEAM LEAD - GARRY'S MOD BUT DONE IN 10 WEEKS
In Tribox, though I also created the concept, my main responsibility was setting up the basic
networking infrastructure and feature infrastructure,
according to my own design of the game that I concepted amongst the team, as well as
creating the main levels.
To that end, I created the map management code and the maps, the spawnable objects
and their features, the interactive tool gun and its features, and the
needed UI elements for each of the contributes features and content.
Overall, the goal was to provide a platform in which any developer can come and contribute to the project,
adding in their own taste of whimsy. I feel confident saying we accomplished all of that in just 10 weeks!
Short gameplay session showcasing interaction with props.
LEVELS
Top down of the level. It is a very vertical level with lots of claustrophobic hallways.
As I planned out the gameplay, I was making the level right alongside it. That created some
pretty interesting setups. Because we wanted to focus on goofy PvP combat, I designed plenty
of hallways that would feed players into each other. Most angles had cover of sort.
Personally, my favorite part was the high ground! If you took it, you could override anyone's cover.
Unfortunately, that also meant anyone could see you, most of the time. That's why most of the high ground
has those rocks in the middle of the platform. Protects your back, but still leaves a good 200 degrees
open to enemy fire. Plot wisely!
I also coded all the level design tools, such as spawn points, equipment spawn points, damage triggers,
destructible objects, etc. (All networked as well, of course.)
How the level looked with my quick prototyping textures,
using my "patented" quick prototyping technique! (rock models and planes)
How it looked after our artist got his hands on it. That's real nature!