With the completion of my game, I believe it is now appropriate to explore the development of my game in regards to my plan, how I feel I succeeded, how I perhaps failed and what I would do differently in the future, on future projects. First of all, in regards to my project and the scale of it, I think that once again I stretched myself too far. In terms of levels, I have 6 mostly linear levels to go through with some alternating paths and different level shortcuts and exits. Level 1 - The Proving Ground: This is a fairly blank level with white walls and an open sky where the player goes down fairly straight-forward corridors, familiarising themself with the mains mechanics of the Game such as Hemi-Switching, Checkpoints and the different types of platforms such as those that heal, damage, or disappear/ reappear without player control. Level 1.5 - Interlude 1: This is the first of the Red room levels, it involves the player climbing a tower to escape the level. The platfor...
Our current Game Concept is a First-Person Survival Horror based around a monster that freezes from Flashlights. We currently don't have a design for the monster. Media products which I'm inspired by are: - Outlast: (Official website) https://redbarrelsgames.com/games/outlast/ -Silent Hill: (Official Website) https://www.konami.com/games/silenthill/gate -Slender the Arrival: (Official Website)https:// www.slenderarrival.com/ These games all cultivate an otherworldly, disconnected feeling in their horror atmosphere and have monsters that chase the player throughout the game as a main mechanic. So far the team as we know it is me as coding/ map design, Nyssa for textures/ models, Jimmy for textures/ models and Mo for concept art and programming. I worked on a survival horror game too last year and I didn't add any sounds to it, which are very much part of the experience for creating ambience, or in a Jumpscare so I wanted to give the genre another shot and thankf...
This is the updated version of the other escape level, aside from Geometry it has one object with any actor with any code running which is a more simplified version of the Level End Trigger in the the other "Hidden" Escape Level. This one, removes character inputs aside from moving the Camera and ends the level after a delay of 10 seconds, allowing the player to take in the view before fading to a fake level end sequence. it was quite difficult making the level look natural and flowingh and not completely fake mainly because this level is only there to really be looked at to represent a change in the character you play as, rejecting killing their kin and escaping the city. While i'm still not fully happy with how the landscape looks and do not think I ever will be, I do like the effect of the rollingness of the hills I made by duplicating the Landscape Plane and placing an even larger version behind it, with the Trees only there to add to the sense of scale with how far...
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