Friday, 16 October 2015

Research: Wall Climb Mechanic in Unreal

This week I practised UE4 by attempting to create a wall climb mechanic, the purpose of my research was to analyse if the mechanic would difficult to implement while contemplating if the mechanic was coherent to my design, forcing me to decide whether the mechanic was even worth implementing.


What I set out to create was a mechanic that allowed my orb character to climb up certain walls when a certain button is pressed when next to the wall, i thought this would add a new dimension to my level, in similar light to the world rotation mechanic in fez.




I set out to create the mechanic by following a tutorial (https://www.youtube.com/watch?v=QthdLYxqLEA). I quickly found that the blueprint design was incredibly complex for my basic understanding, so instantly i knew that I didn't really understand what I was creating. After getting so far with the tutorial I had a character that moved in the completely wrong axis at all times, completely messing up my control scheme. What this did allow me to do was test how it would feel to move in that axis.

The mechanic felt really strange and didn't really fit with the game, so I decided to take it out, it just wouldn't be fun for the player, if I'm trying to create a mood where it's dark, scary and you don't know where you're going, it would be too confusing to add another level of movement to that, it just doesn't make sense, but now I know that it definitely wouldn't work.


Through failure I learned that it's not necessary for me to go to extreme measures to just implement 'cool' mechanics when there is no reasoning behind them being in the game, if I can just use a jump pad and jump mechanics to help the player traverse, then why would I need to complicate it with more things, this defeats the point of creating a simple game. Instead of thinking about more mechanics for the character I am going to spend my time thinking about how collectibles work and affect the games environment.

The mechanic itself had no connected meaning to anxiety that would help it mould into the game, therefore my final conclusion is to completely remove the mechanic and focus on other ideas I have for the environment.


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