DevLog 03 - Environment Design - the Haunted Candy Gardens



For this update, I'd like to share what's been happening with some of the environment design in "Maximus..."

When I last posted an update, way back in December of 2022, I had the primary textures of 3 levels worked out, these included the Fruit Gardens, the Vegetable Gardens, and the Roman Gardens. Today, I'd like to share what you can expect in the 4th Level, the Haunted Candy Gardens.

I wanted this level to be the most distinctively colorful and wacky level in the game, so everything has whimsy and eye-popping color. The overall level has been tinted with a dark blue hue to take it to nighttime, which is fitting because the Roman Gardens takes place at sunset with a pink sky.

The Haunted Candy Gardens are split into two key areas. We have the main field, which features candy corn bushes, candy streamers along the ground, Giant lollipops and chocolate bits piled on the ground, glowing pumpkins, and cotton candy flavored waterfalls.




This game will actually feature a few waterfalls, 2 of which are in this level. But I'll share more about those in another Dev Log.

   

The main field takes a detour from previous levels by entirely guiding your path using glowing gumdrop path markers. The path will twist and curl but will end up at several wider areas where you'll have to manage enemy ambushes. Another key feature here is that only some of the treasure you pickup along the way will be placed on the path itself. To get to the bulk of the treasure, you'll have to find yourself outside the main path.

The other key area here is the Chocolate Castle, which resides in the last quarter of the map. This is where the wall pieces and decoration take a turn for a fully interior space, which none of the other levels do. The only downside is we can't have a change between the sky color and a brick style roof. But having an open sky within the castle still works.




At this point you're probably wondering, "Where are all the enemies?" and "What kind of enemies will we be facing in this game?"

Both are very good questions, and we shall be exploring the answers in the next Dev Log.

Leave a comment

Log in with itch.io to leave a comment.