Hey all,
Okay so now that I've got the fluid areas worked out, it's time to get into the nitty of making the level. Got some new textures and tiles done and, as you can see, I'm going with a sort of light aqua, medical-green vibe (I'm really happy I put all the cielings in a holder that lets me hide them easily. As for the design of the level, I'm interested in doing something I've seen done before: essentially the map splits out in multiple directions with the exit very clearly in front of you... except you don't have a key. As a result the player instead travels out and down into the area to locate a key. Should be a fun idea. This week is pretty quiet on night time commitments so I'm hoping to have the level done and up for playtesting by Friday and then the new naughty art drawn over the weekend.