Showing posts with label CGA: Gameplay and Interactivity. Show all posts
Showing posts with label CGA: Gameplay and Interactivity. Show all posts

Friday, 8 April 2016

Group Project: Final Build

Since our last major build, we have spent time on amending assets, fixing bugs and trying to polish up some rough areas. In the end the game does feel a little bit clunky, however this is briefed to be a prototype so this level of quality is at a quality standard for the requirements. In our project folder some assets have been replaced and some are left in the project folder to show development. When compared to the paper prototype I would say that it matches it quite well, and if I were to develop this as a full game I would implement randomly generated rooms with more shapes than "squares" (each room has a square walking plane), I would also polish out the battle system to implement an options menu before a turn similarly to standard RPGs so the player can use items, talk or run. Personally I enjoyed this project as it involved a lot of discussions, and an idea being developed into a game before us felt very satisfying, below are screenshots of the full game in the final build:

The game's icon is now of the main character: Marie.


Title Screen has been tweaked to appear more balanced.

The starting room has been redesigned, and Marie has a fall animation.

Reggie has been moved and has been given an animation, and the door has been redesigned to fit in with the environment.


The storage room has been changed to a more interesting design.

Marie has a battle animation and her weapon is visible in battle.

Spider room has been redesigned to appear more menacing.

The cursor for using items is glitched in the final build unfortunately.

There is a results screen in the final room that will display time and score.

Here is a working game over screen.

You can download the game
HERE

Credits:
Mathias Holmes - Background artist, Designer of Reggie and alpha battle scene,
Ashlee Page - Character artist, Designer of Marie and change room script.
Elze Nel - Creature artist. Designer of enemy monsters and mini-map script.
Brandon Jackson - Programmer. Designer of GUI and chest.

Friday, 4 March 2016

Group Project: Beta Build

For this milestone I was able to quickly finish up the flow of the game. Although some things are missing such as sounds, sprites and an ending; The way this game has been programmed is to build an engine then add something to do. Below are some screenshots of this beta build:

The title screen has been fixed. The difficulty was just for experimentation.

The game begins with Marie falling, at the moment there's no sprite or sound for that yet.

The game features a dialogue system with avatars as well.
The player can move rooms by clicking on entrances. Marie also has a walking animation for left and right, up and down animations aren't confirmed yet.

Reggie will talk to the player when they enter this room for the first time, to talk to them again they must use the "Interact" action on them. The door going left is locked.

Going up will take the player to a room with the sludge monster.

Clicking them will bring up their stats, and the player can choose which weapon to use. The player cannot fight without a weapon selected.

Going up again will take the player to a room with 2 chests, one with a sewing kit and one with a cheap umbrella, the player's animation for opening the chest is the same for picking up items off the floor.

The player can select the weapon and fight.

THe fight now takes place in the same scene, and can even involve turns and hitting multiple times.

After defeating the monster they will drop an umbrella, using the sewing kit I can recover my health by clicking it and Interacting like an object.

After the sludge monster the player can go left and confront Mama Spider. With this new weapon the player can can attack twice in their turn.

Defeating Mama Spider will trigger new dialogue with Reggie, and can use the key to get through the door.

After beating Mama Spider, Teddy will appear, beating him will result in him dropping premium stuffing, which increases the player's max health.

By interacting with a non-consumable inventory item, the player can interact with an object using it, this is done to unlock the door.

The final room is incomplete, and will include the player's victory screen with their score and time.

After some feedback, we were told that we could do a front and back animation for the player walking, however this would include more time to allow for the animation frames to be made so it's a low priority. I also need to adjust the difficuly of battles, and fix bugs as well as changing some backgrounds. I am pleased with how this game has shaped up over the last month, and despite being far from a finalised peice I feel it does a good job at demonstrating our prototype idea.

Friday, 12 February 2016

Group Project: Alpha

This week we had our lecturer test an alpha build of our game, and gave feedback on what he liked and what could be improved, we also had a game design document and art bible that needs amending too. Here is some screenshots of the alpha:

Title Screen. Created by Mathias Holmes. There is an issue with scaling to the window size at the moment, but can easily be fixed later.

Background and rat character (called Reggie) also by Mathias. Not all assets are final.

The player can navigate the scene by clicking, as well as interact with objects. Marie's character art is by Ashlee Page.

Clicking on an enemy will bring up a menu, which will display monster stats and allow the player to choose their weapon. Since there is no battle system yet there is no stats. Monster art by Elzé Nel.

There was not enough time to sort out the compatibility issues with the fight scene demonstration, so it was displayed on another screen. Mathias programmed this scene.

What was critiqued by our peers was how awkward it was to navigate due to the objects covering the floor, and that it wasn't clear on what the interaction icons meant. In the next build I will attempt to make clicking on walls allow the player to approach the nearby location and add a sort of description to the assets that the player can see.

Tuesday, 2 February 2016

Gameplay and Interactivity Group Project: Pre-Alpha

For this term we have been issued a task in which we gather in groups and develop a 2D game that involves no side-scrolling. After being assigned groups we decided that our game was going to be a point and click with RPG battle elements, and we came up with the idea that it would involve a Victorian doll navigating London's sewer on the way home to their owner.

For this we created a One Sheet, a Paper Prototype and an Art Bible that will constantly get updated. Below is the One Sheet:



So far I've developed a small room that the player can navigate and interact with some objects, I even have a basic inventory system set up at the moment:


Here are some completed assets so far, however this may change as we solidify our art style:







Last 5 are placeholders.

After some careful thought we have established what we plan to do for our artstyle:

Because of the setting we thought it would make sense to put the game in a sepia style, with key assets like the player, NPCs, objects and monsters having some desaturated colour.

Here are the blogs of my team members (Our team name is Barely Conscious):
Ashlee Page
Mathias Holmes
Elzé Nel

Wednesday, 9 December 2015

3D Game Environment Intro: Adding Functionality and Final Build

Using the Standard Assets from the Unity Asset Store I started to implement functional doors and events using Unity's scripting engine and the components of game objects. As such I have been able to achieve the capsule door opening and closing, dialogue via subtitles on the screen, a triggered "jumpscare" and also a event that differs depending if the player triggered it or not. I have also implemented voice acting.







This is how it looks in-game:





If the ghost is approached:




If ignored:




After a little refinement, I'm confident enough to call this my final build, and that it matches the requirements I was given, although it is rough around edges (but it is a prototype after all). Next time I make another greybox prototype I'll have to look into more in-depth gameplay rather than picking up tickets.

Assets Used:
Unity Standard Assets: https://www.assetstore.unity3d.com/en/ (16/10/15)
Ghost Music: Gaster's Theme - Undertale (2015) (26/11/15)
Sound Effects: www.findsounds.com (26/11/15)
Piano Slam: https://www.youtube.com/watch?v=6Fd7hj2gLOA (03/12/15)