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Showing posts from May, 2024

Development Log.4

 Intro/Recap: Continuing on from last time where the symbol puzzle was made and more level additions were made, I have created a pickaxe item which can be picked up and stored in your inventory as well as boulders that can be destroyed with it. Another thing I made was an elevator and a key and lever panel so that you have to put in key to turn on elevator which will take you into the first level underground. What has changed/added to the game: I added a elevator into the game just a simple one which will take you down with a nice camera fade and shake, In addition to this I made a control panel that goes with the elevator where you have to find the key insert it and pull down a lever, I also added ambient noises around the levels as well as creating the door to the next level. How the rest of the team is doing: A lot of what i have been doing has been the same process over d over again mainly just being me adding another puzzle so with the project nearing its end there's also a lo...

Development Log.3

 Intro: Over the past few weeks much more development has been taken place and the first level is complete with much work done on level 2 so that we can almost get that up and running soon. The mechanic of crouching was added and worked on but didn't quite fit so it was removed from gameplay. 2 more things were added to the game one being a mini cutscene and the other being a new puzzle that's being worked on which is almost completed as this is being written. A lot of work has been done and a lot of improvements to the levels, art and story have been made which is setting us up nicely for this project to do well. The team is working hard together trying to complete as much as possible although at this point its not seeming the best but we still have a long way to go. What's changed with current levels/mechanics: The changes made to the levels have made the game look 10x better which is amazing for us, these changes include more props and meshes added to add volume to the l...

Development Log.2

Intro: The development of our client game has been progressing exceptionally well over the past few weeks. Our Project Manager/Level Designer has been diligently ensuring that all levels are soundproof and that the puzzles fit seamlessly within the environment. This meticulous attention to detail has resulted in well-developed levels that offer both challenge and enjoyment. We have also successfully implemented versatile equipable items, allowing players to interact with the game world in various ways. Additionally, I've focused on enhancing the auditory experience by adding immersive sound effects and small details that enrich the game's atmosphere. These collective efforts have significantly improved the game's appeal, creating a polished and engaging experience for players. What key changes are there: Recently, we implemented several key changes to enhance the game's quality and playability. We focused on updating the levels to make them visually more enticing and re...

Norwich game festival talk

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Friday's Meeting Write-up: What happened - My team and I created a PowerPoint presentation with a section for each of us to speak about individually and multiple sections which apply to all of us. Over a teams call we presented the presentation to Ellie Buchan showing the progress of our game where the idea came from how its changed and what are future plans for it are. Evan spoke about his section on level design the idea of the game and overall project management, Gemma spoke about 3d design and art which is there section creating different models and menu images for the game as well as a short trailer for the game, Emilia spoke about the story of the game and level concepts and finally I spoke about the programming side of the game as the only programmer. From this we gained lots of useful feedback for our game and its development which has provided us with much benefit for the continuation of this project. (This is my slide of the presentation.) What I learnt from this event - ...

Business plan research task

  Strategic Planning for a Games Companies My objective is to understand and communicate the significance of developing a sophisticated business plan and establish a defined market strategy. Task: 1.        Explain the fundamentals of business planning and then research and analyse successful and unsuccessful games companies. (1)(2) 2.        Analyse how their business plans contributed to their success or failure. (3) 3.        Where possible explore successful games companies and analyse how their business plans contributed to their success. (4)   1.        Investigate the fundamental elements of a business plan? There are 7 fundamental elements to a business plan; ·          Executive Summary ·          Company Description ·     ...

Escape Room Demo

 After visiting Great Yarmouth Escape Rooms, our class was tasked with creating our own ideas for an escape room and pitching it to the rest of the class. My escape room idea was a wizard, magicy escape room where you had to defeat this evil wizard wanted to became God. After the pitching of everyone's ideas we had a class vote on whose we thought was the best, each person getting 2 votes. After the voting was completed we had 2 very clear winners who became leaders of their own ideas recruiting 3 other members each from the class.  Now that the teams were decided we were given a time frame to create a demo of the idea so that we can present the games to our client over teams call. The time frame given was roughly 2 months and within those two months are team created a playable demo with a cutscene, 1 puzzle and a jump scare as our game is a horror escape room. After all of this we came up with a name for our team "Team Cave Horror" and a game name "Horrors Below...

Development Log.1

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Starting this project roles were decided upon throughout our team such as; Level designer, Programmer, Artist, Team Leader, Assistant level designer and Narrative designer. My role in the team is Lead Programmer as I am the only one who has knowledge on blueprint scripting so am the only Programmer in the team. The first thing I- started working on in the game was the character we would be using for testing purposes and for that I used the Third Person Template in the unreal engine itself to have a solid starting point. From this template I used just the character itself and any assets directly associated with the character. With this character in the world I started with some of the basic mechanics which we need within the game so I got to work on a Sprint mechanic and Interaction mechanic.  Using a blueprint interface I am able to utilize the interaction code through many different actors and characters. This is such a main feature of the game as throughout the game you need to p...