This weeks focus was on making the prototype to a playable standard, I ran into a lot of complications so I had to spend more time it than I thought I would have. The demo works as a mechanic taster, in which it shows people what the game would include, I'm thinking of breaking the mechanics up more into levels specified around the mechanic, but for now the level is there to show what the game could be.
To start, here's a photo of the intro sequence to my game, I decided to keep the character simple as they style works well with what I'm trying to achieve.
The character is made up of basic geometry and a few different textures, theres an alpha map on the outer sphere and eccentricity on the inner to illuminate the character. A light is inside the spheres, this light get's brighter when the character collects the light pickups in-game.
I worked out the second section of the demo, as you can see in the illustration below the player starts to head underground and is faced with a few puzzles and a dramatic change of mood when they reach the area marked as 'teleport'.
I also added animations to the level, certain areas of the level are played more than once, so when you reach back to certain points a second time the area will have changed to allow for a new route.
This blueprint is for the first blockade of the level, to allow the player passage they must have collected all 7 lights in the previous area, when they do the blockade will be removed as they approach it.
To add a puzzle platform to the game I decided to create box-objects that can be moved by the player to do things such as create steps to walk up and trigger doors and events where the player will have to complete a task in a certain timeframe. at first the box moved out the way and wouldn't push in the right direction, I simple edited the boxes preferences so that it could only move on the Y and Z axis.
I wanted to create a sequence in the demo where the player can feel a sense of freedom, kind of like a metaphor from momentarily freeing themselves from the crutches of darkness, I was thinking that when most of the lights are collected there will be a part where the character must dodge things and collect the final lights while having their movement heavily modified. I did this by creating a trigger that adds something to the players movement and then another than reverts it when they get to the end of the sequence.
Here's the trigger, the size ensures that the player can not go over or around it. The only issue now is that if the player re uses the trigger it will then add more speed, I need to find a way to cap the walk speed.
Here's an example of how the set up would work, the player enters the speed boost, completes the segment and then their speed is reverted bad to normal.
I also added an underwater segment to the level. To allow for an extended axis of movement while in the water I simply set up a condition to check if the character is inside the physics volume that is tagged as swimmable. It then overrides the jump buttons to allow the character to move up and down.
Here's a screenshot of the character floating on the top of the water.
I've included narrative in the game by creating a repeatable prefab sequence where a 3D widget is made visible and then slowly floats away. I ensured to destroy the actor when the sequence is finished but there is an issue where the text blurs and stays at the top of the screen.
In addition the the playable mechanics I created UI menu's to make the game feel more like a viable product. I created a simple pause screen, when the player presses 'P' the game will freeze and the pause UI will be showing, when continue is pressed the game will unfreeze.
I will be providing a video update soon with a play through of my level, this will be included in next weeks summary along with the testing results.
In preparation for testing I have created two google forms, one for before gameplay and one for after. This was inspired by a recent QA testing experience in which the response of the player was monitored before and after playing the game.
Pitch Document:
This week I also created templates for the pages of my pitch document.
I'm trying to keep the theme throughout my design. I will get these looked at before I move on with the documents.
3D Practise:
For a bit of practise in 3D I created some simple assets to get more of a feel of the pipeline for creating PBR material based assets.
I decided to create something simple, so I chose a cardboard box using one I have as reference. The goal was to make a model that retained a lot of detail but had an incredibly low poly count.
Next I created the maps using a mixture of Photoshop painting and editing, and the Quixel suite to generate PBR materials. there were no presets for cardboard so I used one of my own skin textures (as the texture slightly resembled cardboard grooves) and then edited it to suit my needs.
I went through a few iterations until I thought the texture was to a useable standard.
Here is the final outcome. I plan on going back to the texture and changing the logos so that I could actually use this in my work. Next I will be working on LOD's with the challenging of getting the box below 10 poly's.




















































