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:

http://https://www.youtube.com/watch?v=2iD_0CErXFQ

http://http://www.iann.net/movies/poseidon_adventure/storyboards/

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.