I’ve been making some graphical updates to the game. Here’s a before and after comparison of the castle level which is now called King Cole Castle:
Cliffs were added at the edges to make the area feel a bit more like part of the ground as opposed to floating islands in the sky (though there are levels where that is intentional). The purple lake is in fact toxic waste which I’m explaining in-universe as being the result of pollution at the hands of Lord Krypton - the game’s secondary antagonist. The indoor castle sections now have proper roofing and walls. The area that leads to where the dragon comes out is now a cave.
Though I still need to convert the BSP to static mesh, the geometry now more closely resembles what I imagined the final version will look like. For the terrain, I’m going for a bit of a blocky, low-poly style to make creating these levels much more practical in terms of workload (given that there’s more than 30 of these to make). The characters themselves would have an average poly count between 1000 and 4000 - still a bit low poly, but practical for the workload. At some point, I’m planning to replace the starter content textures with something that would match the game a bit more tonally.
I’ve also been working on redesigning Droplet himself so that the player can more easily tell apart the different states of matter. I’m looking to have parts of his mesh change out such as his head changing shape, and to have additional particle effects such as a glowing trail from plasma form.