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23071043_NihinduYasmith_MI5015_ResearchDocument





















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23071043_NihinduYasmith_MI5015_CritelcalAnalysis
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game map2.02
Blue lines are streets, blue disks are trees, and red blocks are buildings, and red square board is the activity area.
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About the game scene construction
After some advice from my teacher, I considered collecting the fragments of the painting in a dark environment. Collecting all the fragments will open the exit portal, and then I can pass the level through the portal.
Previous progress



Current progress
After some adjustments to the scene's ambient light, the picture looks like this now.
I considered designing a nightmare that could represent the nightmare I analyzed from the painting, referring to the enemy that appeared in the hospital in "Little Nightmares" and would stop when it saw light. The enemy would hide in those shadows, move slowly at first, and move faster and faster as more and more fragments were collected. So the player's goal is to collect as many fragments as possible to open the exit and escape without being caught.
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Learn how to create collectibles in Unreal Editor






Collect Coin System in Unreal Engine 5 Tutorial
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Some thoughts on the game story flow
At the beginning interface, I want to use the painting room. There is an easel with an unfinished painting on it. There is a window on one side. The setting sun shines through the window onto the canvas. The overall tone is dim yellow, and the room seems to have been abandoned for a long time.
Click Start on the canvas to move the view to the painting, and then play the animation to slowly show the colors, and enter the first level of the game. You will start on the second floor of the first level building and look back to see the operation introduction. When you go down to the first floor, you will see the first level of the game. A small ball finds an exit in a maze. By changing the angle of the objects on the maze, the light can form a route in the maze, so that the small ball can find the exit along the light. Only after solving the first level will the door open, and you can go out to the mountains with rivers. Go out and you can see the hillside. In the process of climbing the hillside, the second level of the game begins. Rocks roll down from the hillside, dodge and climb to the top of the mountain. There will be a ladder at the top. Go up the ladder, come to the cloud platform and jump parkour, and finally jump into the river. Next, you can follow the river to the fields, and finally come to the castle gate. After entering the castle, the gate is closed. Entering the third level, a pitchfork will be thrown out from the tower beside the city wall. You need to use the haystack to hide, and pick up the pitchfork and throw it to the gate switch of the city gate. After passing the level, you can come out and take a carriage. During this period, you will feel sleepy and fall asleep. After a period of black screen, you will come to the train station to take a train. Through the window of the train, you can see the war, the coast is overcast, and the waves are surging. Then you can see rain and snow, from drizzle to heavy rain, from goose feathers to snow. You feel cold and move slower and slower until you find the train combustion chamber. You find that the flame is very small. After finding fuel and putting it into the combustion furnace, the flame rises, and you find that you have come to the final cabin.
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Overhead view of the architectural design of the first level
2F
1F
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I built and laid out the works of the following artists that I was interested in.
Considering that this artist has been creating for almost his entire life, I wanted to design four levels in a way that uses the four seasons.
Spring




Summer




Autumn



Winter


Combined with his paintings and artworks, and some of my thoughts on gameplay.
According to the paintings, I chose the terrain with rolling hills as a consideration of the overall environment, and considered four levels in the overall scene, such as the spring level design of a plain or a courtyard, the summer level design of the seaside or the riverbank, the autumn level design of the field rice, the winter level design of the train running in the snow, and the deserted hut that returns to silence on a snowy day.
He likes carving, then according to the structure and texture of the object, the shadow can form an interesting image under the illumination of light, which can be used as the gameplay of the level. In autumn, haystacks can be considered for playing hide-and-seek. In winter, the train can be like an endless corridor. The more you force your way forward, the more you will be eroded by the cold winter, becoming slower and slower and finally freezing. Very high stairs to the sky, chasing and escaping in the castle, etc.
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