Creating a
prototype in BA4 has been a mixed bag of applying what I already know and new
techniques in a time efficient and priority based way. The main goal was not to
create a fancy looking level with mechanics tacked on, but a level/example of a
game that conveys the game mechanics first, and theme second. Throughout the
level there are little to no use of normal or specular maps, I just used
diffuse maps to get the general feeling of the environment across to the
player. By doing all this I was able to achieve a lengthy level that feels like
it could be a single level in a game (length wise).
Throughout
the construction of my game level I have received constant critique and
feedback from friends, family and the game testing sessions. Feedback about the
resource system, sense of speed and movement where all taken into account and
resolved. From the feedback I’ve learned how to properly prioritise the
important feedback, and cover lesser feedback that’s not so important later on
when the larger kinks have been ironed out.
One of my
biggest aims was to get the game to feel like the player was falling through a
scientific testing facility. I started off with making the diagram of the level,
showing all the points which the player will fall through. These included areas
such as the tesla facility and particle accelerator. I feel these were
important parts to make as they would become vital in conveying a purpose to
the player’s presence. The second aim was giving the player a reason to be in
the game. I did this by including the resource system. I knew the main games
focus would be to make it through the level without hitting anything, but I
also wanted to include something for players who wanted more from the game than
just an obstacle course. The inclusion of the resource system adds risks and an
extra layer to the game. If players choose to take these risks then they are
rewarded for doing so.
In terms of
things that where challenging in the BA4 assignment, I would say it was the
scripting side. The game that I thought would be simple enough to script, ended
up being one of the hardest. There were little to no pre-sets to be found on
the internet, and finding resolves for issues I had turned out to need quite a
large work around, never the less with the help of other student and tutors I
managed to end up with a presentable prototype.
Overall this unit has been a really great for
expanding the fundamentals of game design. Instead of just the visual and technical
side of creating an asset/scene, there has been a lot more to now think about.
It’s been a good introduction for me into the basics of designing and then
developing a concept into a prototype. I look forward to developing my own
projects outside of the course in the future.
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