The only thing I had to do during Week 12 was finish off my reflective essay, which is now complete. It has 1488 words and discusses the work I did during the course as well as how I may have developed some of my skills by working on the course.
I have everything ready to upload to Blackboard now, and I have a couple of backups in place just in case something goes wrong with my PC. I will probably upload my work to Blackboard immediately after the lecture on Monday, in case anything comes up in the lecture that may affect what I need to upload.
During Week 11, I was not given any tasks by the leads, so most of my time was spent on my other module, finishing things off there.
I did spend some time working on my reflective essay, adding screenshots of my work as well as details of how I made certain Blueprints in Unreal Engine.
Hopefully during Week 12 I will be able to work on the game itself, otherwise my time will be spent finishing off the reflective essay as well as any leftover work for my other module.
I didn’t have many work to do for Journeyman over the Easter break, so most of my time was spent on my other module instead.
Last week, I added some emitters to be used in the game. The main one was a smoke cloud emitter that will be used for the chase level. The cloud could be improved during the last few weeks.
I also made a few tweaks to the Boss Level during Easter, so I at least managed to do some work for Journeyman during that time.
Next week, the team will likely be trying to polish what is currently in the Engine, so my task(s) for next week will likely be based around that. I will also be working 0n my reflective essay during the week. I am currently on 600/1500 words for that.
My main task was exactly the same between Week 8 and Week 9: Developing the Boss Level
I have created an improved version of the Boss Level, and have added in functionality to the room in the form of Blueprints and Level Sequences. These involve moving platforms that the player must stand on to get through the level, lava that rises when the player reaches a certain point in the level, and flames that damage the player when they come into contact with each other.
This Boss Level is the third of the three levels to be included in the Vertical Slice, with this room including a Boss Battle at the end. AI for the Boss and assets for the level are being created by other members of the team. I have created the layout for the level and added the necessary Blueprints.
During the Easter Break, I may be given some tasks to complete. A task that I currently have is to find some sound effects for the game, which I shall be doing during the first week of the Easter Break.
During Week 7, I spent some time building a prototype for a puzzle that may be used in the game. This was a Trivia Puzzle, which would ask players questions related to the story of the game. The player would need to answer five questions and avoid making three mistakes to clear the puzzle.
This puzzle may not be used in the final game, but the video of the prototype is still there in case the team wishes to use this idea after all.
I also practiced building levels and built another short level in the game, with some ideas for how the level would work. Again, this level may not be used in the final game, but it is still there in case the team wishes to include it at some point.
Next week, my main task will be to start building the full version of the Boss Level. This version should be an expansion of the block out previously made, and will include various Blueprints and Level Sequences to spice up the level and challenge the player.
During this week, I spent time working in Unreal Engine, improving on the Boss Level I had previously made.
The Boss Level now has a platforming section that the player must get through before they can battle the Boss and complete the game.
I created a couple of custom blueprints for this level. One Blueprint is a floor that will disappear/reappear every three seconds. The player must time their movement/jumps to make sure they do not fall through the floor and into the lava, which would result in the player losing a life.
Another blueprint is a floor that moves when the player stands on it. In this level, the player must move onto this floor to get a wall, and must get off the platform before they end up in the lava.
This is not the final map for the level, however. It is mostly just a block-out created for practice, to see how the level would work and what needs to be improved. The level will be recreated in the coming weeks, and will be more polished with both Blueprints and Assets to create a challenging final level for the player to enjoy.
Next week will likely be my busiest week so far. I will be creating assets for my level to help the Artists, as the number of Designers on our team has left the Artists short-handed. I will be looking at redesigning the Final Level, using the current block-out to help in that regard. I will also be looking at creating a Puzzle for the game, using notes from the Gameplay Designers to assist me in that regard.
I spent some time during Week 5 working in Unreal Engine, helping with the Level Design, as there is not much more room for Narrative Design in the sort of game we are creating.
My focus was on designing rooms for the Memory sequences which I was working creating dialogue for in previous weeks, as well as creating a room for the Boss fight that will take place at the end of the game.
I also developed some ideas for the Boss fight itself, coming up with ideas for how the fight would pan out and how the player would win. I shared these ideas with the Programmers.
I am still waiting for an official task to be getting on with in Week 6, however I have thought about creating a level prior to the Boss fight, with some combat that the player must get through before reaching the Boss. I will have some ideas about traps that the player must get through during the level.
This week, my focus was on creating dialogue for the various events that will occur during the game. These events are:
- When the protagonist wakes up at the start of the game, without her memory
- When she recovers her first three memories, with each memory having two different scripts for Distorted Memories and Full Memories
- When she recovers her final memory right before the final boss battle
- When she defeats the final boss
The dialogue has been written in Word Documents and has been shared with the Team.
For Week 5, my tasks will involve improving the quality of the dialogue and helping with Level Design, helping to improve the quality of the levels in the game.
For Week 3, my main focus was on the Memory System being used in our game, as well as practicing creating dialogue.
The protagonist, Lisa, has lost her memory and recovers it during the course of the game. There will be four different memories that she recovers during the game.
- Memory of her profession as a Doctor
- Memory of learning about Science for the sake of humanity
- Memory of meeting and marrying Dracula
- Memory of her execution, on suspicion of Witchcraft
My idea is that these memories will either be her True Memories or False Memories. Whichever memory she recovers is based around player actions, such as how well they did in the previous level.
Her True Memories will be the same as the previous bullet point list, while her False Memories will either have limited details or will be twisted in ways that paint a bad picture of Lisa.
The True Memories lead towards the Good Ending, while the False Memories lead towards the bad ending.
The protagonist’s personality may also be affected by which memories they end up with, and so different dialogue will need to be created for the different outcomes in the game.
Next week, I will be doing more practice in creating dialogue for the Main Character, looking at how she would react to each memory she recovers, whether they are True Memories or False Memories.
I am in Team 6 for Journeyman 2021, and my main focus for the project will be on Narrative Design.
During the first two weeks, I have been researching the chosen theme for our game (Catlevania) as well as the role of a Narrative Designer, which includes designing aspects of a game such as the story and the dialogue, while also considering the ways in which the player can have an impact on the game’s story.
I will be updating my Blog every week, discussing work I have done during the week and how it helps the project overall.
My main task for next week will be creating dialogue for the main character of the game. This task will involve analysing dialogue in other games, looking at how and why it is used.
The personality of the character and the current scenario are two factors to consider when creating the dialogue for particular scenes.