This week has been another one of compiling textures and making the game look just about right.
Our group had a presentation early in the week which was extremely useful. We got to show off our level and talk about how we got to this point which was interesting. I'm surprised how much of the early formative things for this project I had completely forgotten we had done them so long ago. It was nice to see how our group had worked, which I think has been one of our greater successes this project.
We also got some good feedback which helps me move the project in the right direction. The main thing is that as we add colour to the project there was some risk that our level would become too bright and cluttered to the eye, over saturated.
And as I put the brightly coloured Garden trees into the level I completely saw what they meant. I do however love how they look. It really makes the garden seem like a surreal fantasy place.
Though to stop the level looking to bright and crazy I did lower the saturation of the bright grasses. This luckily is easy to do in Unreal as you can alter each texture and its levels with ease. So when I have all the levels done I can spend a day or two just adjusting these to make the level look perfect.
Not everything is in yet, but the level is starting to look right. The trees and grass even sway slightly in the wind. The trees were a puzzle to make do this and I was proud of how I fixed it. Because they're a solid mesh not alphas I had to mask off areas of the texture to apply the wind effects to which I was certain wouldn't work. But low and behold it does! I have the wind very weak to not be distracting.
The other major thing I worked on for this week was sound. By adding ambient sound to the levels it will just make the world feel alive, I think. One of the difficulties I had was trying to find sounds for the underground rabbithole level that doesn't make it sound like a terrifying place. For the moment the sound effects I've been using have been either from Freesound.com or from the British Libraries Soundcloud which was filled with high quality sound just for this project.
Adding more specialized sound was far harder than the ambient audio. Half because actually finding and editing sounds to fit my vision was difficult, but also because implementing them in the level is far harder than I first thought. I've had several issues with getting sound to work right. And as usual for Unreal the fix was usually completely simple and just some easy option or solution I hadn't even considered.