What have we been up to? Designing LVL 1


While our puzzle systems carry onto the new level, our environments have changed as we progress through the dream world. The first of which is a forest area. Initially, you would go from the underground caves of the tutorial up into the world. You’d see the cathedral above ground and be able to enter different realms in need of your help. The first one we wanted to be full of life compared to the dark caves, so we chose a forest. We included many biomes in the forest to showcase how much variety there was above ground. Each biome correlated to the creature that resides in there. We have a tall tree-top area filled with dense orange leaves, a flower garden, a cove deep underwater, a grotto filled with lilypads, and a central location where the biomes merge into one.

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Because we had so many new biomes, we had to create new assets for each area. Some of these were recoloured of older assets to keep consistency, but many were brand-new assets. These included platforms, tilesets, new characters, plants, and furniture. The assets we create and arrange in each scene help make the environments feel lived, so making unique assets was vital to us.

Our new characters are each placed in their own biome, like a little house for each one. Their biomes also reflect their personalities. For instance, the Skunk is obsessed with beautiful smells and objects, so her biome is filled with flowers, falling petals, clear skies, and golden ruins.

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We also have been exploring sound in our game! We now have soft winds and music that add an added atmosphere to our world. It finally feels like everything is coming together.

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