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[WIP] Project Salvation : Sci-fi vehicle combat tutorial level design.

Discussion in 'Works In Progress - Archive' started by varunvp, Oct 22, 2015.

  1. varunvp

    varunvp

    Joined:
    Jul 11, 2014
    Posts:
    57
    Hey Guys,I am currently working on building the tutorial level of my sci-fi flight combat game for Android, 'Project Salvation'. It is being done in Unity. It will primarily consist of our flying vehicle, gunning down other vehicles/drones in combat, in an urban/restricted setting, unlike a flight sim where we have the entire sky.

    After working for a year on gameplay mechanics(because I have college too!), I decided to start making the tutorial level! I have decided to set the tutorial in a military airbase. Right now the level has a main HQ Building, 2 hangars, a runway, some fuel tanks, control tower and a sturdy compound wall around it. I can't think of anything else which can be added. I looked through reference images of air bases, but I couldn't find anything more interesting to add to my map. What, in your opinion, is my military airbase missing? At the same time I need to give a futuristic vibe to it... How do I go about this? Also have to choose the terrain in which this will be situated!

    I posted the above thread in another forum, World Of Level Design, and between then and now, the progress can be seen here: http://www.worldofleveldesign.net/f...-level-design.-Help-needed!&p=89428#post89428

    All future updates will be posted in both the forums.
    Here are some in game screenshots of the current level I'm creating:












    Shifted the hangars to the far side and added a parallel taxiway. Added fencing to the fuel tanks. Planning to keep the training course in front of the hangars.




    Note the above taxiway texture, and then the one below. Which one looks better?


    How do the taxiway centre lines look?






    The fuel tanks are less of a safety hazard now.


    Barracks?!?:|


    Is the width of the taxiway enough?


    And the runway?

    And here are some screenshots of the general gameplay style:




     
    Last edited: Oct 22, 2015
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    In a past life I used to frequent military air bases and stations for work purposes.
    A couple models you could add -
    They always have some type of large radar dish or antenna situated in the middle of the runways - in the grassy area.
    On military air bases in particular they always have a plane puller/pusher cart type thing for moving the planes in and out of the hangers. Something that looked a lot like the front buggy vehicle that pulls the luggage around, but with bigger tires.
    You could also place throughout connex/containers. These are industrial and do not look out of place anywhere where there is mechanical/industrial workings.
     
  3. varunvp

    varunvp

    Joined:
    Jul 11, 2014
    Posts:
    57
    Something like these??? They are a lot smaller, but I'll scale them up

     
  4. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    That could work. Since you are in the future - anything is possible. :)
    Matches the style of the assets currently in the scene.
     
  5. varunvp

    varunvp

    Joined:
    Jul 11, 2014
    Posts:
    57
    Here are some of the screenshots in Unity. I know I have to put in more details, but I was kind of stagnating here(spent one and a half month only on this), so I figured it's better to move on and create the next level. That does not mean I am abandoning it, will come back for this later! As stated in my first post, the earlier updates of this level can be found here: http://www.worldofleveldesign.net/f...ci-fi-game-tutorial-level-design.-Help-needed!












    This is where the tutorial will take place.





    Please feel free to give feedback, on the hangars, the way the buildings are spaced, the tutorial course, and the runways.
    I have some questions to ask:
    1. What kind of terrain should I place this in? I know it should be flat, but I was thinking of this base as a secret one which is hidden deep in the mountains. What do you think?
    2. Lots of open space in between, is that okay, or should I fill it with something?
    3. What would you do, if you begin to spend too much time on a level?
    Thanks!
     
    Last edited: Oct 30, 2015