Design for the Gazebo (detailed sketch & model TBU)
How The Gazebo Illuminates to function (more TBU)
BLOOMTOWN
(FINALIZED MAP)
Illuna Cliff
Illuna Cluster (B&W)
Illuna Cluster (Final)
Resolution Corridor
(to be resolved)
Mansion-Pier
(Top; Starting area, Bottom; Overview)
Field Gazebo
The main challenge in this is to create the spiral-maze on a vast field. The spiralling perspective was tricky to work out for the overview, but I think the mood is pretty much how I intended it to be. More details to be added in soon.
I really want to try out a little more platforming exploration on this design inspired by Dali. The objective of this level is to retrieve all the 'Lost Times' (scattered all around the level) back into the giant clock.
Hourglass
Extension of the 'Absence Of Time' level.
Broken Path
The idea for this one is to have a small portion of an urban neighbourhood - blow it apart in a surreal space and form it into a tunnel.
As for now I've only worked out the prespective and place-holders for this piece.
This piece is one of the most challenging thing I've constructed and also the most fun, but its still nowhere close to the proper cubist look I intended. The idea is to have a maze-like town in cubist style.
Termite Fortress (On The Run)
This one was inspired by a Minecraft Mod in which in it the environment gets constantly distorted while everything else functions as normal. In this scene Tryp is supposed to be running away from those spiderlike creatures (details will be updated soon).
Inverted Bridge
This is a concept for the final area of the game; the bridge to the final gazebo/ freedom/ end-game.
Tryp will encounter his reflection (Cubist Tryp) in the lake. This is the only level where Tryp gets to do a double dive ('realmception'??) from Bloomtown> Gazebo> Inverted World.
Loch, Pipes & Houses
Not sure I'm keeping this one, looks too random and unplanned, so I'm just leaving this be for now.
*Updates 24th April*
Smokers Cavern
This cavern features smoke shafts in a form of stone-heads.
Logic-Dissonance
A labyrinth of geometrical architectures.
Bubble-realm
This level requires the player to move safely and swiftly between giant bubbles. The 2nd part of the level are surrounded by liquid environment that requires the player to move more carefully between bubbles.