Tuesday, 17 November 2015

Weekly Summary: 08

Game Trailer

This week I created a 30 second trailer for my game to show in the pitch presentation, the aim was to create a very short and to the point trailer, showcasing what the game is about and to generate questions for the audience. Below is the outcome.



Changes to Prototype

Gravity Pad - I decided to make the game look a little more aesthetically in sync, to start of I created a basic gravity pad. below is how it looks in-game, with an emissive and alpha map. I'm considering making the see-through green area animated.


Voice Fragments - I decided to add a new collectible to the game, they're called voice fragments, there are very hidden and scattered across the level, when the player collects one a screech noise is played, indicating that they have found a fragment of lights voice.



Hidden Areas -  There will be hidden areas in the level, due to the foreground being black it's quite easy to apply this mechanic to the game. Whenever the player enters one of these areas a trigger will go off making the texture fade to a lower opacity, when the player leaves the area the texture reverts back to normal.



And here is the level blueprint set up to create this effect. the opacity of the foreground texture has a scalar parameter that is changed when the player overlaps the trigger, when this happens a timeline is triggered transitioning the scalar number, this creates the fade effect.


Waterfall particle effect - Using a rain map exported from the example files, I changed the parameters to suit a waterfall for the game.



Presentation Outcome

Critique - Sadly I could not attend the pitch presentation due to injury, although I managed to get critique.

Changes to Pitch Document -

Change double jump icon - A suggestion was to make the double jump mechanic a bit more understandable, I went and changed the icon to a more user friendly concept.

Sizing of Document - There was quite a lot of empty space between the content and the border of the pages, a suggestion was to scale the pages up to fill the area, this makes much better use of the space.

Justifying text - To make the takes more inline with the layout I was suggested to use photoshops justify tool to ensure the text blocks all lined up, this look much neater than before.

Use more screenshots from the prototype - I was recommended to change the concept illustrations to actual screenshots from the game.

Changing pages completely - I decided to go through a few of the pages structure and restart them, they now look a lot better and convey information a lot more clearly.

 Page 2 - Before changing the page it was very cluttered with information, now it looks a lot better, clearly showing the core game loop. Having the information laid out this way makes the document simple to read as interactive PDF's do come with a lot of issues.


Page 03 - I changed the illustrations to screenshots and removed most of the text, everything that I was saying was self explanatory.


Page 04 - I changed the structure of the content so focus is on the large visual on the left, while also removing the hidden area illustration and replacing it with another screenshot.



I feel the pitch document looks a lot stronger now, below is a Gif of the document, although the interactive trailer can't be seen.



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