Un-Polished Beta
Long time no speak aye?
So you're probably wondering where I've been and what I've been doing with my time and where I am currently at in relation to this module. Well, I've almost finished my game at this point and I'm really proud of the work I've gotten done so far.
So you're probably wondering where I've been and what I've been doing with my time and where I am currently at in relation to this module. Well, I've almost finished my game at this point and I'm really proud of the work I've gotten done so far.
Beta
My current game is in BETA, there's no visible bugs but there's also no ending and a small climax, I hope to have this finished by Wednesday and fully functional by then too. The problem with this assignment is the fact that even if I think it's done, I always come back to it the next day thinking "oh man, this looks terrible I need to change it completely!" and I guess that's the wonderful thing about designing a game, because it can always improve and get better.
What is my game?
My game is a horror game, the reason I chose horror is because I am fascinated with jump scares and creepy aspects of games, not necessarily fully jump scares but my game implements subtle sounds to make you always on edge when playing the game. The reason I added this was because I don't like the predictability of horror games with jump scares, I wanted my game to stand out more.
Can we see screenshot's of your work?
Of course, I love showing off my work to other's and I've even had the student with the highest grade in this module asking to see my code on how I did certain things in my game which honestly I'm chuffed. Anyway, as promised here's some screenshots:
What did I find difficult?
In a certain part of my game the player must go through a trigger to activate a scene. I struggled with this trigger for hours, trying to figure out why it was not activating when walked through it. I left it for three days as I had rage-quitted and wasn't feeling it at all until I showed off my work to my friend Robert who discovered that I actually put the trigger in the wrong corridor and the reason that I had not triggered it was because I never had a reason to walk that far into the map.. Rob made me feel very happy and very very stupid that day.
The second thing I found difficult when designing my game was actually designing the maze. For the longest time I never realized you could snap to grid. My first original sewers map I had been using the free tool to place the prefabs in whichever location that I wanted but obviously this meant that it was extremely tedious to even get the prefabs to sit side-by-side without having a gap. After learning I could snap-to-grid the prefabs, I discarded the first map and decided to start again which in the end was well worth it.
My game is a horror game, the reason I chose horror is because I am fascinated with jump scares and creepy aspects of games, not necessarily fully jump scares but my game implements subtle sounds to make you always on edge when playing the game. The reason I added this was because I don't like the predictability of horror games with jump scares, I wanted my game to stand out more.
Can we see screenshot's of your work?
Of course, I love showing off my work to other's and I've even had the student with the highest grade in this module asking to see my code on how I did certain things in my game which honestly I'm chuffed. Anyway, as promised here's some screenshots:
Assets and box |
Alien |
Maze in work |
What did I find difficult?
In a certain part of my game the player must go through a trigger to activate a scene. I struggled with this trigger for hours, trying to figure out why it was not activating when walked through it. I left it for three days as I had rage-quitted and wasn't feeling it at all until I showed off my work to my friend Robert who discovered that I actually put the trigger in the wrong corridor and the reason that I had not triggered it was because I never had a reason to walk that far into the map.. Rob made me feel very happy and very very stupid that day.
The second thing I found difficult when designing my game was actually designing the maze. For the longest time I never realized you could snap to grid. My first original sewers map I had been using the free tool to place the prefabs in whichever location that I wanted but obviously this meant that it was extremely tedious to even get the prefabs to sit side-by-side without having a gap. After learning I could snap-to-grid the prefabs, I discarded the first map and decided to start again which in the end was well worth it.
What am I proud of?
The jump-scare is VERY unpolished, there's still so much work to be done with it but even the fact that I was able to implement a somewhat jump-scare makes me so so proud of myself.
I have become a lot more comfortable with C#, originally when working with it I just didn't understand it at all but now that I've started to make my own game I think it's easier because I HAVE to devote my time to making sure the C# works, no room for mistakes in this final assignment.
The jump-scare is VERY unpolished, there's still so much work to be done with it but even the fact that I was able to implement a somewhat jump-scare makes me so so proud of myself.
I have become a lot more comfortable with C#, originally when working with it I just didn't understand it at all but now that I've started to make my own game I think it's easier because I HAVE to devote my time to making sure the C# works, no room for mistakes in this final assignment.
I'm also really proud of my current map. It took me about 2 days to design but I feel like there's so much more I can add to really be 100% proud of it. I want to continue working on this game after I'm finished the module because I feel like giving up so early (even if it is beta) just doesn't sit right with me.
Hey Reyn,
ReplyDeleteYour game looks so good and detailed. It’s obvious you spent a lot of time and effort on it and it’s clearly paid off. The alien and lights and everything looks unreal. It’s really time consuming but it is worth it when you manage to complete something your proud of. That’s so annoying about not realizing the trigger was in the wrong spot haha, at least your friend copped it before you had gotten too unmotivated or tried to do something else. Can’t wait to see what your game looks like finished on Wednesday!