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Field note 18 / Moving day /

The island unpacks its boxes.

The roads and buildings made it into Unreal. Somebody still has to make the place feel alive.

Unreal layout review of a terraced coastal town with roads, stairs and unfinished open spaces
Actual Unreal editor layout study for Correos Central. This is an isolated town candidate, not a finished or playable section of the island.

Moving an island is mostly checking that the furniture survived.

I've been carrying the saved world into Unreal. Pequeño Peligro reopened with its streets, buildings and placement intact, which was a relief. It also exposed the bits that didn't arrive looking right: materials, water, lighting and some character imports still need work. An island full of objects is a good start. It isn't a game you can play through.

At the same time I tried giving Correos Central some proper levels. The town centre now has terraces, stairs, roads and room for the market instead of a collection of buildings floating around a flat square. The picture above is from that separate Unreal layout study. You can see where I've solved a route and where the ground is still embarrassingly bare.

Next I need to fit the town into the island and find out whether Rusty and Bonita can actually get around it. Looking convincing from above is much easier than delivering a parcel there.

Bleak
More postcards from the trip