screenshots are in dropbox in Photos » Concepts » screensforpaintover
the main purpose of these images is to understand how to "fill" the rooms. Focus on assets and content rather than quality.
01 - the player exits the elevator into the curved corridor. Indications of plant testing.
02 - the players path is obstructed by large roots and foliage. they must climb the stairs to progress
03 - at the top of the stairs, the player can barely see out of the large windows through the grime. it is nighttime.
04 - the player enters the main atrium hallway. an enormous plant climbs up a large pillar. roots extend from it, hanging across the room and crushing bridges.
05 - the player walks down the collapsed bridge to the floor. beside the player climbs the pillar and large plant.
06 - the player must walk through the atrium to the far stairs. roots extend across the floor and force their way up through tiles.
07 - the player reaches the far stairway and ascends.
08 - the first floor walkway leads to an optional extra room which we probably won't have time to make.
09 - on the second floor, the player enters the generator room and flicks the switch.
10 - as the player reaches the second floor walkway, the lights begin to turn on. their path is blocked.
11 - the player must detour through the lecture theatre to continue.
12 - the player reaches the ventilation room to insert the airbourne weedkiller. cake is provided.
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