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Updated Level Design (New Patch) (No Pun)

What's new?

First pass at making the castle level more than just a 'working prototype'! Pipes, yet another airship design, rocky shores. No more flat, lime-green plains.

Compare old'n'busted:

With the new hotness:

I made the 3rd person camera more dynamic. Should make it more interesting to watch someone else play, at least.

In an attempt to accomodate the additional detail from this new, higher-poly level and also the higher-poly enemies, the game's started using LODs, which is neat. If you notice things suddenly changing shape very slightly, it's probably because I haven't ironed those transitions out quite yet.

The golem's weakpoint has moved. Now it's the giant red eye, like it clearly should have been from the start.

What's next

I'm going to make similar improvements to the Phylactery defense level. Give it a more interesting look, stuff to interact with. If that wraps up quickly, it's time for the airship level. I need to figure out how to make good clouds. Get some volumetric clouds in there.

Similarly, the player character models, both the Lich and the Dragon need improvement. Also the Golem.

Once things are slightly nicer visually, back to gameplay stuff. The army assault map needs a more climactic enemy, as does the airship.