I work on Hellscreen three full days a week (and sometimes a saturday!) and today on day 1 I am making a generic "end of level" room which can be used in each level.

I will post my thinking and progress throughout the day in this thread!

#Blender #blender3d #indiedev #gamedev #leveldesign #mapping
#gameart

SO why do this in the first place?
Well, for a few reasons:

1. The Metroidvania nature of the game means that pacing and the feeling of achievement can be lost.
Whilst the game has separate levels, the fact you can warp to any of them at any time means that a sense of completion could be lost.

Having a room that recognizably says that this is the end of the level will help with that.

2. Having a generic room, which I can reuse quickly saves production time.
My plan is to build an area in which 80 percent is the same artwork but has flourishes of level-unique props
3. These end-of-level rooms house a soul core (the main collection goal of the game as these unlock additional levels).
These generic rooms along with the level unique props will allow me to have some simple puzzles to get these cores. Again, this will help with pacing and reinforcing the abilities the player acquired in that level

4. Once I establish that these levels are all the same, it lets me subvert expectations;
Suprise boss? Story environmental event? Fake out?

All these things will help tell a story about the Hellscreen dimension being weird

Quick update!
Took a while to get the feel that I want but getting there.