Post Production: Week 4 and 5

Week 4

This week I was a lot more laid back and wanted to take a step back from producing content for the game for a few days. Throughout the week I have focused on the development of a climbing system.  I looked into Ray Tracing and using Capsule Tracers.

During the week I started to develop the basic ‘climbing a ledge’ using a capsule tracer, from a target on the player characters pelvis to the top of the ledge shown by two capsules. I firstly produced a height tracer and a forward tracer.

After creating the height and forward tracers, I was able to produce a climbing a ledge event by setting up many variables like ‘Is Climbing’ and ‘Is Hanging’. Continuing on from this I added a hanging idle animation and climbing animation to eventually develop a climbing a ledge mechanic.

Further, Into the end of the week, In addition to the climbing system, I developed a side to side jump. This allowed the player to jump from one ledge to another. I duplicated the blueprint for grabbing a ledge and created a new function to jump left and right by using two arrows.

Week 5

I Developed the last part of the climbing system, which was the ‘Jump Back to Ledge’ movement. I created two new functions to ‘jump back’ and to ‘turn back’. I produced an event to turn back and turn forward. Then I added the animations to the character animation blueprint.


When testing the jumping up to a second ledge, I came across a few minor problems. These included: the animations for jumping got suck and when jumping up to another ledge the hands of the player character wouldn’t connect with the top of the ledge. This could have been due to sticky keys and maybe the ledges collision. Below are two videos showing these problems.

Comparing the ladder system I produced and the climbing system, the mechanic that I will be implementing into the game will be the climbing system.

What Next?…

Next week, I will aim to have my contingency plan completed by the end of the week. This includes: Implementing the level into the main build,  producing basic U.I and having a playable level.

Post Production – Week 3

Monday 3rd February

At the start of the week, I  developed the basic movement for the player character. I produced a toggle run mechanic, which allowed the player to have the option to switch between running and walking through the level.  Below is a video capture of this mechanic.

The mechanic consisted of a basic running function set to different walk speeds.

After making the toggle run mechanic, I  played the video game that I took inspiration from when designing the level layout for my project. This video game is called ‘The adventures of Tintin: The Secret of the Unicorn’.

When playing the game, I started to brainstorm new additions to my levels. One of these ideas was to have a kitchen section on the first level where there are food pulley lifts.  The idea was that if the player jumps on one of these lifts, the platform will move due to the weight of the character. The section will include multiple platforms to make it challenging for the player.

This would mean I would have to research physics, changing the weight of the character.

Tuesday 4th February

On Tuesday I developed a list of modular assets I needed to produce for my game. My original plan was to download asset packs from the internet. This would have made it easier for me to develop the rest of the game to my scheduled deadlines, but unfortunately, I now have to take extra time to produce assets. As well as this, I designed the first half of the first level which I hand drew.




Wednesday 5th February

I started the day by researching ‘The Poseidon Adventure’ 1972 film, to get more of an insight into how the film scenes were made. I found a documentary on the backstory of the film on Youtube and also the making of the film through the director’s storyboards.

Here are the links for both my findings:



After researching about my inspiration, I produced a white boxed section of my first level using Unreal Engine 4.

This is the Ballroom Scene. It is the starting room of the 1st level. As you can see there are coloured objects in the white boxed section to show individual interactions. The Blue objects represent where the player must place something. The green objects represent interactable objects that the player will be able to pick up or open. The yellow barrel is where a collectable would be spawned.

To end the day I decided to produce one of my main mechanics, which is the ladder system. When developing the ladder system I created two ways for the player to climb the ladder. The first option was to allow the player to climb the ladder once touching it. The second option was to enable input for the player to press to climb the ladder, this was by pressing ‘E’ on the keyboard.

Thursday 6th February

Today, I  produced an online survey to ask players opinions on platformer games. Unfortunately, I only received one response. This shows that I need to put more content into my surveys.

After this, I designed the 2nd half of my  1st level on paper. I’ve added to the first half by adding a Gallies (kitchen) area and a hair salon area.

Friday 7th February

I started the day by finishing the first white boxed level. I have added the two sections from my hand-drawn sketch. These areas challenge the player to escape each room by avoiding platforms and balancing their way to the exit.

What Next?

Next week I will be aiming to produce the core mechanics for the level, this includes a climbing system and a swimming mechanic. I will also be researching ‘How to spawn water and flowing water in a level’ and developing modular assets to use throughout the 1st and 2nd level.




The Poseidon: Through Deep Waters – Overview

In the first two weeks, I produced a games design document to show my research and design specification for my project.


This project is based on a film called ‘The Poseidon Adventure’.

The Poseidon Adventure is a film that was made in 1972, which was based on the novel by Paul Gallico. The story details a passenger liner travelling from New York to Greece. During the journey, the ship is hit by a tidal wave and flips upside down. Fortunately, there are 10 survivors.

I will be taking inspiration from the films direction and other media to produce a 2.5D survival puzzle platformer, which will mean that the game will be presented in a 3D world, but with 2D art backdrops. Some parts of the game will allow the player to explore a level using all movement controls, whereas other rooms will force the player to move left and right. A mixture of platformer and side scroller.

‘The Poseidon: Through Deep Waters’  is a singleplayer game which will consist of two levels. The first level will introduce the controls and story of the video game to the player, whereas the second level challenges the player to traverse around an area with the risk of drowning.

The Poseidon Adventure Poster

My main focus will be on the level design and gameplay mechanics, and secondly, the overall layout of the game. The aim of the game is to find/collect all survivors and escape the sinking ship. Each character will have a skill that will help the player through the two levels. The more survivors found and collected, the more ability the player has to complete the level.