Temple of Revelation Release v1.6


Temple of Revelation is the second fully playable level for Glyph Hunter, created for a level design class in my game design program.

The level has the hunter visit a temple that that the ancient scribes constructed and once worshiped. Now it sits empty, housing the relics that were used in it's ceremonies. Looters have broken into the temple and stolen some of the remaining relics, so it is now the glyph hunter's duty to retrieve the most sacred relic from within the deepest chamber of the temple so it may not be lost to the bandits. Players will open the sealed doors and containers using magical statues, then use scepters to activate hidden glyphs that will grant them access to the final chamber. There they retrieve the relic and ascend from the level. 

Followers who have read the first design log for temple of revelation (read it here) will note there was a puzzle in the final chamber that is not currently present in the game. Like many of my contemporaries I simply didn't have time to implement it before needing to submit a finished version and leave for the holidays. In the future I intend to add a modified version of the final puzzle seen in the original design schematic. 

Updated list of new level features:

-Multiple statue keys located outside the temple connected to their holders with glyph indicators.

-Animated door management system that enables or restricts movement passages in relation to puzzles.

-Containers for scepter items using a similar system to the doors.

-Conditional logic for scepter puzzles as well as indicators for when the puzzle is configured correctly.

-Wall carvings created using faux 3d seen in glyphs and menu elements.

-Updated 3d environment better depicting the flooded section of the level outside the temple.

The current state of the level is fully functional, however in the future I plan to improve the indicators and heuristic elements of the puzzle solving. Additionally, I am no longer satisfied with the active lighting system unity provides and would like to move to baked global illumination for the 3d environments. This will take a long time as I will have to make proper UV maps for the models and learn the intricacies of lightmap baking in unity. In the same step I would also like to add PBR textures to some models and use material textures for others to improve the graphical fidelity the current and future levels.

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