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Key Animation
When play testing the game the key was hard to spot so i have added animation to it.
This sets the location of the key. Its importnat this is done first as the timeline does things per frame so it would set the location and move - causing it to infinately move. so i set it first.
timeline - this uses a float value over 1 second this the lerps to the new location.
when its finished moving to the new ;location it swpas between doing it again and playing in reverse using a flip flop node which does A then B paths.
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Stairs code
I want to show and hide the stairs with a key
I am using the visible chanel to show and hide the stairs.
when the key is picked up it will turn it on - so i need to start with it off. (i will do this once i have placed it in the level obv).
the key code basically detects the player overlapping the key and then sets the visibility of the staris to true then destroys the key so it can only happen once.
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Making the stairs
Modelling mode
Stairs Mode - this will allow me to make stairs
Initial settings for the stairs
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Changes to my map design
When I get to the big open part of the level I want to add a way to get up to this doorway.
I was thinking of using teleporters again but instead i think i want to do something with stairs.
Ideas
Endless staircase
Invisible staircase - materials
Something you need to unlock
only visible from 1 direction
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Traps
I decided to use the teleporters to v=create more illusions and to mess witht he players mind. I have palced some of these in open spaces so that the plaer jolts backwards to random locations.
I have also added one to this exit so that the player can jump out but get teleported back
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Teleporter Parent
My aim to have teleporters that move the play instantly to different locations - I want it to be quite jarring as it will mess with the players mind more.
To start i need to make sure that the player has something to hit to start the teleport. I add a box collision for this
I am going to use Scene componenets to get the location to teleport to
this is easier to do this than to type locations in mnaully.
I am adding an overlap event on the collisioon box - this will then detect the player and then do the code that i set.
this detects if the player is the object that has collided with the box.
This code sets the location of the player and moves them to the place I put the scene component.
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Looking into itch pages
From looking into itch.io pages I have discovered that the majority of people that do a detailed talk about there game did it like a gameplay video is the first thing you see then some details about the game like what's its about the devilment log, how and how much it is to buy and the comments, some do more or less but this is the majority.
How every I would do it more like more in middle ground/ between the two like Id do a gameplay video first with a couple of links to the develoment logs and details about the concept and what the game is.
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Development - Making an end to the game
The end I was thinking of making was making the player collect an item like the schools badge or something significant to the character that's important for the completion
One example for this would be how in the game you go through teleporters to get a key and that resembles going through the school years
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Development - opening the next section once item is collected
Once the player has collected the right item to progress to the next level the can progress the story, of the game witch is like I've researched going to be about the dreams and fixing or just reliving the character memory's throughout his life, like how the first level is supposed to be based on his school life, for example the bigger the rooms the more significant the area is
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Development - Collecting an item
In some point in the devolvement process of the game making I had an idea to make a collectable item like key to be able to unlock some stairs to progress in the game.
And this is needed for better progression and better game design
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Development - Head wobble
So through out my game development I decided to make a head wobble because of the fact it would look better and more like you're actually walking through the level, and to give more realism to make it look more trippy at some parts of the game. and it could make it seem more eerie to some people.
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Development - Creating my level
What tools and processes are you using to make this, look into blockout for levels (blocktober). How you are using the inbuilt engine tools. Why are you blocking (demo the layout and identify the models you need)
The tools I have used are blockout witch alows me to create some of the walls/environment
This below is what I mainly used to shape and make the different number of doorways and rooms. witch was a big help in devilment
This below is what I made with the cubegrid option/button/function
and this was used in a part of my game that helped with my mechanic on "resizing" the players character.
And then this is like blockout because at first I had a very rough outline with just grey blocks.
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Considering game mechanics for my game and why
The first mechanics I have considered are a crouch and why, well that was because to be able to get through my level is by being able to crouch past objects and obstacles.
Some other mechanics was a camera wobble to make it seem more aversive and realistic and this code helped me do that
Furthermore another mechanic I have done is a teleporter witch has allowed me to make a invisible "maze" puzzle. And this code below helped me to make the teleporter.
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Target Audience Research
My target audience would be E for everyone because it is mainly a walk around collection game no violence or blood or anything that young children couldn't see it has an eerier atmosphere but that's all there really is and many young children probably wont notice considering its subtle.
with some of the E for everyone games I've researched are
. Minecraft
.super smash bros
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Space - Prey (2017)
Prey takes place in an alternate timeline in which an accelerated Space Race resulted in mankind taking to orbital stations far earlier. The player controls Morgan Yu while exploring the space station.
In prey (2017) it as it says happens in an alternate timeline like how my game is for example going through the characters dreams and changing or just not being alerted too much.
youtube
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