Introduction
This post is mainly containing all the final design images and pictures of the game s level submission. By the end I would have included my conclusion as well as my final thoughts and ideas that didn't make it in. There will be a summary for the major part I participated in this term project and key notes of how I felt.
Iris Eyeba Palace Summary and other ideas

List of original characters, enemies and environment challenges the player might face.

A possible villain I wanted to include in the level but his presence is still felt and seen when entering Iris Eyeba's Palace.

When creating the list on the left, I had in mind that these enemies and obstacles would appear in the final game build. As I've said before however ideas and plans change, I had also made this before teaming up with my team mate Elijah. I was very fond of however researching the names and the ideas that went into it. The names for example are based off of other cultures, Lemie for Leaf, Ori for Water and Flamor for Fire. The Flamor drawn is shown as a snake as most rural areas in Mayan and Aztec culture had serpents living in the area, similar to jungle biomes in the tropical lands of the world even in this day/age. The mites however were made from the early game idea back in December and were meant to act as a floor and ceiling obstacle that looked as if if was just a rock with eyes. There were land and ceiling mites which both had different role rotation for where they actually sat in the level. Land mites had their teeth on the top and ceiling mites had their teeth on the sides for the player to jump or duck over/under. More info (11)
The player would use Lemie leaf's to cover from rain, like an umbrella. They would also have to cross Ori water in puddles or waterfalls. 
(11) If you cannot see the info displayed at the bottom of the sketchbook page, I will recite it here.
The reason I chose the colour purple for the Mites was because in most cultures/countries purple was deemed Royal. Some thought it symbolized possessiveness, it could also mean peaceful in nature or harmless. The mites fit this well because in game originally they do not personally attack the player but stand guard and will attack if you happen to fall on their spikes.
The word Mite is a simplified word for Termites, which is a common insect in most countries and rural civilization areas. They like in real life can be usually found on floors of home and inside the walls. Its an easier word to say and talk about in conversation in some information books as mites have other relative insects too.

My vision for what the textured Eyeba Palace was going to look like.

In game look at newly textured Eyeba Palace

When creating the traps and main mechanics of this level, another student offered us a link to a texture website which we used for walls and materials for the spikes. (AmbientCG.) This save us some time as I was personally having some issues making materials for Eyeba Palace in Maya. 

Wide shot of open level layout

Stuff that didn't work/include
The pictures shown beneath this batch of text are some examples of unity asset packs that me and Elijah did not use, the bone pack to the right we did but in relation to the weapons and ruins, we ran out of time. We used some of the pillars inside the tomb but the ruins we really wanted to decorate the outside environment and show how deselect the Palace was. Originally the palace was a separate area and the pyramid town section was way more busy and active. There would be a harbor and pyramids under construction as well as some trader shops.
We also found out when playing the level that some of the objects on the palace were either too big or too small. There was also meant to be a door at the top for the exit.

Unused weapons pack for scattered weapons for fallen heroes who entered the tomb in the past.

A very handy unity asset pack that included bones, skulls and full rigged skeletons for use. These are dotted around the tomb center and spiked pits.

An unused pack for some Ancient ruins models which were going to be used in the Palace exterior.

An unused pack for some more ruins which I thought would look great at the time outside the tomb pathway heading towards the palace.

How I wanted our character model to look like as well as using this "see in the dark" feature if we had more time. 

Conclusion
In conclusion me and Elijah worked well as team mates, some sick days here, some technical issues there but in the end when we came together we worked best. We both set ourselves as part leaders & part learners, we both learnt things off of each other that we didn't know before.. Before me and Elijah teamed up we both had similar ideas and struggled to merge them together. But in time with lots and lots of concept art along the way, our game build was finally complete. There are things we wished we had more time to implement and characters/bosses to paste in. Perhaps more hieroglyphics or a more complicated tomb tunnel or even some townsfolk walking round and challenging you to a duel for entering the pyramid.
The video down below showcases full gameplay footage of the game build as well as some secrets and locations to visit. It also shows where enemies are placed and the riddle of the tomb. To cross the path you must look up.

My final game build being played by Elijah, walking the viewer of the video how to escape the tomb and climb to the top of Eyeba Palace

If you are stuck with the invisible(transparent) pathway puzzle in the tomb tunnel, look up to the ceiling and you will see the correct path.
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