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...
This blog is a walkthrough of how I made a Checkpoint System today, with much help from Jay, which saves the Player's location in a level when they die so they do not have to restart at the beginning each time. The reason why I couldn't really use any online tutorials was because I already had a death screen and most checkpoint systems on Youtube involved destroying the Player Actor and respawning essentially a new one in. My death system which I created depended on the actor being altered into a "death-like" state and not outright destroyed with all the data they were storing so I had to do it a different way. First I created this pad with a collision box, fairly simple stuff. When the Player overlapped with the collision box, it would cast information of the location of the Checkpoint to the Player and the Gamemode (Which was not needed as well as the Player but it is there incase something goes wrong) I then created this function that would be activated upon inter...
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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