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...
In my haste to start my project, coding the main mechanics and creating a base game to work off of I have neglected to mention anything about the scenario, narrative and story concepts for my game, which is equally as important. My game is based off of idea one from an earlier blog, which can be found here: https://spikedmd.blogspot.com/2024/09/degree-project-initial-ideas.html The story/ narrative/ scenario was more difficult to almost come up with in a sense because the main gimmicks of the game (Disappearing/ moving geometry and sets of platforms) is a fairly abstract concept so I couldn't really have a very grounded scenario with that in mind. Initially I wanted something like being stuck in a simulation and having to escape it but that idea was too similar I think to my independent project from last year; Invasion of the Gibbies which already did the whole escape the simulation thing with its secret level escapes. In short, it felt uninspired and unorigina...
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...
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