What was your original idea? Did it change as you worked? I didn't have an original idea, per say, the only thing I changed was adding secret points and extra islands for plates to collect things. Other than that, I just followed the video.
Which parts were most fun or most difficult to create? The most difficult part to create was the coding and the moving islands for me. The key worked at first, but randomly stopped, so I had to keep going in and out to redo the code, yet it never worked even with the right code. The moving islands were difficult because I had to get them to match up to each other, but overall they weren't too challenging. The easiest was to create the code and paths for the coins. I liked doing that the best, as I could make secret areas to the coins/gems.
What tools or techniques were most useful? The alt button on the keyboard was very useful for the multiple islands and keys.
What are you most proud of? I'm most proud of the end part of the level, I really like how I put the gems in a circle and on each side of the building had a bunch of coins and gems. It's not the most impressive element on the level, but it's pleasing to the eye for me.
What would you improve with more time? Improving the key widget, it doesn't work even though it did at first. So when I did the run through in the video, unfortunately the key widget didn't glow like it was supposed to.
The Valley is as place Travelers stop at before getting to the next level. Though the valley is big, it provides essential needs for those who proceed to the village. Fortunately, the player's guide leaves coins and gems to collect so they'd be ready for the next level. There are many things the player can find and learn about the Valley and its inhabitants.
What parts of your world did you expand the most in this unit? I expanded the village area the most by adding a lot of details and taking inspiration from other game structures/environment as well. When I was making the village, I was imagining what type of characters would live there, what their culture would be, what the backstory is, without adding an overstimulating amount of objects. I took in the objects we already have in the content drawer and decided to make a mid-western setting with easter eggs to give the player a sense of the story.
Which tools or techniques were most useful (e.g., landscape sculpting, foliage, lighting, castle building)? Foliage and landscape (specifically the flattening tool) helped a lot, especially when putting down structures. Sometimes the structures looked off because of the ground level, or the ground level was uneven. The flatten tool worked overtime, I'd say. Foliage was very important to make my level come to life. Just textures won't do -- It feels flat.
What are you most proud of from Unit 5? Again, I'm most proud of my village. If I had to choose another one it'd be the checkpoint build. Both of them required a good amount of time and creativity to pull off (the extra details at least.)
How does your world look or feel different compared to the end of Unit 4? My world feels more personal and custom made compared to the Unit 4 level. Since I handpicked it myself, of course it's going to follow a different pattern than if the level had been premade. Of course there's some cons with this, like my hills or river not being long enough but that adds personality to it.
If you had more time, what would you add or improve? I would probably improve the way the mountains are, some of them look wonky or are possibly too smoothed.
What is The Valley like now that it has hazards and gameplay?
What kinds of challenges did you add (sweepers, boulders, gates, turrets, etc.)?
How do these mechanics change the player’s experience compared to Unit 5?
Which challenge was the most difficult to build, and why?
How did you balance difficulty to keep it fun but fair?
Which mechanic are you most proud of, and how does it fit the story of The Valley?
If you had more time, what new challenge would you add?