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pegi ratings
some examples
after looking at all of this i would like to set my game to be a pegi 12
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melee weapons fps game
position on screen
size
colours
sound
speed
fps chess - queen
q
super hot - fists
q
straftat - swords
q
friends vs friends - katana
q
q
reload
babbdi - bat
q
overwatch - genjis katana
q
team fortress 2 - scouts bats
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lethal company - sign
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content warning - shock stick
q
Garry's mod - crowbar
q
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research into fps games
super hot
in superhot the environment is purposely left blank and white to draw the players attention to the interactable (black) and enemy's (red)
my focus on this game was on the environment / lack of colour
super liminal
super liminal is a game that has focus on perspective and confusing puzzle solving with empty rooms that make the player either focus on the puzzles or are the puzzles
my focus on this game was on the blank rooms to focus on puzzled
portal
in portal the rooms are detailed but empty enhancing's the players experience with solving puzzles
my focus on this game was on the focus thought rooms
golden eye
golden eye is an old n64 game that small textures with simplistic models that carry a tactile style
my focus on this game was on the stylistic textures
the witness
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q
level design / light
friends vs friends

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blood and bacon
q
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knightfall - a daring journey
q
q
straftat
totally accurate battleground
q
q
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summary
overall when I look back upon this project I toughly believe that I have succeeded in creating my vision to answer the given brief. this project has taught me not only the amount of research that is needed to make a game and how the creative process can be documented but it has made me realize just how much planning I have to do to provide all of my research and artwork.
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I wanted an ending cut scene because play testers questioned the story of the game so I thought that a cut scene would be the easiest way to explain it to the player
my storyboard of my end cut scene
I plan to record a cut scene use unreal engine then animate over it because I thought it would be quicker
the final product (sped up)
the sprite
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target
to do before the end of the project
turn off motion blur
add end screen
add intro cut scene
add end cut scene
add directions
replace boss sprite
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target
after Chris played my game he recommended that I add some guidance for the player because he didn't know what to do
to do this I will and directions on so of the levels
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I changed my UI
I have upgraded my UI so be more themed to my game
the aim of the fear bar - to keep the game to a pegi 12 rating death is something I had to consider. when looking at options for health bars I elided to do something different.
As my game has a liminal feel this more dream like so this got me thinking of Fear / nightmare's instead. Resulting in a fear bar rather than HP.
Sanity meters
Fear meters are not that common but Sanity ones are, Games such as Alice use sanity much liek i am using fear in my game.
This article looks at games with sanity bars / mechanics.
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bat problems
I've moved the bat dew to playtestrer feedback (they all felt like it was to centered)
was
now
The new position feels much more like how I have seen it in other games and less like its floating in the air. I do not have a character model so adding arms and hands is not something I have time to do, this seems like the best way to solve this issue as the hand would be lower and off the screen in the new position.
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water
I've added the water back to my game, I've been able to do this by using a different type of high definition water
This is much more performant, there is no longer lagging when i run the game at college or at home.
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into
i plan on adding an opening cutscene
story boarding my first cutscene
This cut scene
going to a job interview
decided not
go to a swimming pool instead
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weapon
metal bat
From my exploration of Babbdi the whole idea of a bat as the weapon was just the right thing to do, I really liked how they used it as a movement mechanic and the whole idea seemed "non-lethal" and less violent sort of combat.
I did consider a pool noodle but the physics and wobbling would have been a nightmare to develop.
It also got me thinking of Harley Quinn
and how she moves and uses her bat as more of a character extension than wepaon.
High on life does a similar thing with the talking gun
youtube
mood board
the bat was made using Maya by beveling a cube
I am way happier than i thought I would be with the bat. i think the texturing works really well and for a simple model it actually looks like a sylised / realistic model that fits in well with the level and setting. It sort of keep the dream ideas i had as its how you would describe a baseball bat to someone.
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I have designed my enemy model to look organically unnatural
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the play test
I got my classmates to play my game and give feedback
Felix
I got stuck in a corner so I didn't get very far. Aside from that, I thoroughly enjoyed my experience for spencer's game even though it crashed. If I had to give some advice, I would say to make the button text be able to be clicked on. 6/10
Noah
The randomised level feature is fun but can get annoying when you're stuck in a loop of one level. The varied art style makes the visuals of this game very unique. Overall a solid, 6.5/10
Cameron
The Sprite work is good, and the overall gameplay loop is very fun. The level design is unique and uses the gameplay mechanics well, and creatively. However, the RNG on the levels could use work, as I spawned in the same level 3 times in a row. Also, and this is just a nitpick, I feel the acceleration is a bit extreme, probably due to the fact you start moving at max speed with no build up. The game is fun, but it could still use some light tweaking. I think it's a solid, 7/10
Alfie
It was good. I really like the sprite work because they are hand drawn and unique. Level design made it easy to navigate and I enjoyed it. solid 7/10
malachy
fell out of wind went the wrong way movement was fun 7/10
Joshua
You can understand what things are intended to be. The randomization of the levels adds to the surreal and liminal atmosphere. I wish that the fear meter is a bit more clear and understandable. I also wish I could encounter the lifeguard that decreases your fear meter instead of being told they exist. 8/10.
Logan
The game has some bugs, random clips to other rooms or moving to the next room without the collision box, other than that and the boss room being laggy it's a really fun play and brings man speedrun vibes 8/10
Seth
The movement along with the dashing and the bat it's self, work really well together. I do like how the levels are randomised, I would like to see how many more are created. Other than that the game was a 8/10.
Trenton
Thoroughly enjoyed playing this masterpiece. The only advice I have is to make the glass all breakable as that is my favorite feature. I think that this game is an 8.5/10
Imogen
Very good game, random level design is really unique and is a really cool thing to add into the game. The character designs are really nice too and the general aesthetics of the game are cool as hell. 9/10
Daniel
Good movement really fun and smooth. I hate the fact that I had to do the same level over and over again because of my bad luck. Levels have fun routes with multiple ways to approach them. 9/10
this brings the average ratting to 7.6/10
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locker room
I have made a locker room that tells the player the controls will unique sprites and character designs. The reason for choosing a locker room as its naturally the room you first enter when going to a pool.
I thought this would be cool and eye catching way to give the player a lot of information without taking away from the players attention when giving an info dump.
I work at a pool and it is my main reference for this room. Examples of what this room looks similar too are like this:
Namely the colour of the lockers, tiles and the bench in the middle..
texters
I have made my textures in photoshop to be 240x240
metal, light, planks, celling tile, celling tile (hole), locker door
character sprites
Maddi, Cali, Reca
zoe (lifeguard) she is also found in other levels and will give the player health
screen shots / final design
over all I'm happy with how it came out
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levels
making new levels so that the randomizer has more levels to pick from
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randomizer
this loads the next level randomly
I have done this to add to the replicability since any playthrough isn't likely to be the same and will enhance the gameplay loop
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