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Showing posts from March, 2022

3701 Two Dusks Week 6

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 Week 6 - (3/7/22) We continued to work on all of our respective tasks.  We had decided to add four more POIs so I was responsible with rigging them up the same way I did with the previous four.  These POIs would all be sign posts scattered around the forest to give a better sense of direction as the forest has appeared to feel a bit open and loose.  An important task I had completed this week was creating a distinct canvas for each POI that would only trigger if the player has come across it in map 1.             So if the player comes across a POI during their first traverse of the forest it sets a flag for when the player loads into the second map.  If the player comes across a flagged POI the player will receive a different set of dialogue explaining that that specific POI seems familiar.  Doubling the amount of canvas objects and thus dialogue goes a long way to establishing a bit of immersion to the scenes. ...

3701 Two Dusks Week 5

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 Week 5 - (2/28/22) The map has come a long way following reading week and most of the building has been tasked to Thurston so my new job is to create the dialogue triggers for each point of interest on the maps.  The initial four POIs are the chapel, well, windmill, and carriage.  Each one needs flavour text so that the player acknowledges each one as an important piece to unwinding the puzzle of the second map.  Most of the work was C# in Unity and trigger colliders.  The idea was that once a player approached close enough to one of these POIs the dialogue would trigger and when they stepped out of the collider it would destroy the text canvas, not to trigger it again accidentally.  Another important task I was assigned this week was enabling a win/loss condition for the player.  If the player successfully reaches the goal which is the safe area at the end of the second map, the mission complete screen will pop up.  This means the player has won...

3701 Two Dusks Week 4

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 Week 4 - (2/14/22) After sending the map to Thurston for him to continue working on the level we had group discussions about ambience and design.  We agreed that there should be some natural elements like fog and falling leaves to give a bit more life to the forest.  We also talked about the idea of having ledges that can only be accessed from one side and blocked from another.  This was all to give the map a more permanent change after the player triggered the scene change.  We used Pokemon screenshots to discuss what these changes might look like.           Following our decision to implement fog and not implement ledges I was tasked with scripting the scene change following the player picking up the ingredient.  The player needs to collect this ingredient for the townspeople to make a potion to cure their curse.  I interpreted it as a magical flower.  When the player enters the final part of the forest it triggers...

3701 Two Dusks Week 3

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 Week 3 - (2/7/22) Work began in Unity with a tutorial package that we found online.  It matched our aesthetic for a pop-up book visual style while offering some 3D elements as well.  I was now tasked with building out the map in Unity using this package. The above is a very early concept of building using the Unity package.  Since all off the bounding terrain are 2D sprites on 3D objects they must be duplicated and aligned correctly to give a sense of natural curves to the bounding area.  Rock sprites were used until the artists finished their tree and shrubbery assets.   The gate would be the final part of the safe area until the player ventured out into the forest.  I began shaping the pathway in accordance with my sketch from last week before handing the project file off to my teammates to continue the map building.

3701 Two Dusks Week 2

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 Week 2 - (1/31/22)   Following feedback from Sagan we decided to change the game in a significant way.  Due to the difficulty of implementation of our rotating tile set we have decided to go away with the rotating map for a simpler approach.  Now when the player exits the safe area they are tasked with navigating a forest in search of an ingredient.  Once the player has traversed the forest and found the ingredient the scene switches to night.  The forest becomes flipped and tangled and the monster begins to chase the player.  The only hope of the player correctly navigating the new twisted version of the map is if they remembered the important landmarks they had encountered on the way to the ingredient.  I began work on new level designs in photoshop again.   The dotted areas are areas that would open up on the return visit to disorientate the player.  Some new paths may be slower or quicker and the player must rely on their intuition,...

3701 Two Dusks Week 1

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 Week 1 - (1/24/2022)       I joined group 2 a bit late into initial development so the week of January 24th will be my first week on the project.  The aesthetics and concept have already been established.  The game will be a fantasy horror game requiring the player to escape a monster from a rotating tile map of sorts.  To bring my passion in game design to the project I initially started work on a level design for the first level.  I began work in photoshop. The idea here is a player would first begin in a safe area where they would receive the mission from the NPC characters who would explain the story through exposition.  Once the player was ready to begin they would leave the safe area through the gate and enter the forest.  Every time a player enters a new forest tile it would rotate the game map.  The gates that allow the player to cross tiles would remain.  This means that certain tiles that were inaccessible before ar...