Posts

Scripted Events, Pathing & The Joys of Scripting....

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More work has gone into the scripted events and other areas that require attention outside of asset placement and level flow. Firstly point placement and pathing painting for AI/Player character was mostly finished. Whilst most of the assets have some form of collision, it was based around right click movement, due to my WASD controls I don't need to right click (that would usually result in the player not being able to move to a point if a collision is detected) so collision is not picked up on a lot of the assets.  To rectify this I could "paint" the pathing for the player and AI. The red sections on the images are showing the areas the player cannot walk too and the green area allows pathing - The lack of green areas was due to a bounding issue with the map creation, I needed to create an exception area for the player to be able to walk due to unknown reasons the player couldn't walk freely around the area. Points The above image is showcasing some...

Progress Overview - Finalized Level Flow, Asset Placement

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A video fly through of the level in its final state, all assets are placed and pacing is set. As such, I'm currently implementing gameplay modules via scripting which I'll talk about in another post.

Project Proposal and Progress Review

Regarding an email sent out, I've compiled the project proposal and progress review below for ease of access. As such, there is a smaller breakdown of the proposal on another blogpost: Proposal:   https://www.dropbox.com/s/1gscha5qrprhktz/Proposal.pdf?dl=0 Progress Review (as of November - more has been done since then): https://www.dropbox.com/s/a99ya3ibiypyith/Donny_Evason_L1103774_Progress_Review_Poster_Presentation.pdf?dl=0

Data Editor, Triggers, Finalizing Layout.

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Additional Progress has been made on Project Tempest. Sticking to the schedule I created before Christmas, I'm on track for finalization of the level. As such I've taken the initiative of reducing the level size as it will be a long play through at its current state. I've started to diverge completely from the sterile look of all the previous rooms, as such the narrative is expanding drastically as I thought the level was becoming stale to look at. Here the color palette will change showcasing the darker tones and showcasing the potential hazards that will appear throughout the level from here on out. As the Starcraft 2 assets often feature subtle animations, I feel a small demonstration for the floor, grates and the VFX for the eggs would be fitting. I've started to map out the standard areas that triggered events and scripts will be occurring, these are not visible to the player but will trigger when they step within the zone. I am however, runni...

New Year Update... Additional Gameplay, Levels and Thoughts

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Due to the christmas break I wasn't able to work on my Final Year Project, However, it gave me a good amount of time to think of additional designs that I would like to implement within the game/level I am creating. Intially, my first thoughts are to scrap the original control system - WASD movement and hold left click to shoot. Due to having many issues with this, I don't think it will be feasible to get working within my small time frame remaining, I will continue to try to implement it, but for now I will be going for a more traditional approach; Right Click will move the player and holding left click (possibly with a shift modifier to stand still) will continuously shoot. As such, I've started to add additional assets into the level to hopefully finish the whole stage within the next week or two. However, The initial size of my game/level is still too large, so I feel I'll have to do a decent amount of play testing to decide if the size is adequate or not. The ...

Regions, Events, Sound Design, Collectibles & Assets...

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Another short update as my module progress. As usual the pre-production stage is underway and as such I'm still in the process of adding assets (doodads) throughout the level. As previously I'm aiming to help aid the simple narrative with the use of in game props and their changing style as the player progresses through the level. In contrast to previous updates I've started implementing destroyed assets to push the narrative forward, as my primary goal is to avoid too much repetitiveness through multiple use of similar assets.  Continuing on from my last update I've refined the long hallway with hints for the player, via placing certain assets down:  The hallway is easy to navigate at first glance, but as the player progresses parts of the ceiling will begin to fall down causing for avoidance based mechanics. Though my aim for this level/prototype is not to create revolutionary mechanics or level designs but simple to test my ability regarding these design...

More Level Layout

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So initially had some redesign ideas that I wanted to incorporate into my level, as such I'm still in the block out stages for the asset placement, Though I can't see this taking much longer as my other modules deadlines are out the way with for now. As such, I might cut the scope of the level down slightly, mainly so I can polish the level completely for final submission, but more so as I may have started too big, I don't want the player seeming to have lulls throughout the level with no enemies to kill, missions to complete and so on. For this weeks submission I have redesigned the first major scripted event section. I wanted the player to gather another small taste of what's to come, as such I didn't want the player to "keep heading north" through the level so I rearranged the original placement to change the route from the original level plan: The area above is not accessible to the player, as such I wanted to create a sense of security at the ...