The first thing I did in the production stage was create 3d models to put inside the game. This included a beer keg, beer tap and a dart. This is because I am creating a saloon area within the game so the items within it need to match to environment. Saloons were very common within the Wild West so it makes a lot of sense to put one inside the game. Below are a few images of the items I have created:
This is a combat knife that I created within Blender. To make this I first modelled the blade itself as that was the trickiest part and once I completed that I carried on with the rest of the knife!
The dart was by far the hardest model to make however I think the end result ended up looking pretty good.
I also did some programming work on Unreal Engine, I followed a tutorial on YouTube that showed me how I can program ladders so I can climb up them. Due to doing this, we map can have more versatility as we can have more vertical levels and just the vertical element will give more playstyles as you don't necessarily have to run and gun, you could just climb up the nearest building and try and pick off as many enemies as you possibly can.
I also created a throwing system so you could pick items up as long as they are light enough. I also thought that adding it would create some funny moments as in VR (Virtual Reality) Games you can drag people and throw them and I just think wacky ragdoll physics can make a game more enjoyable. In games such as Goat Simulator the ragdoll physics makes the game more silly and fun to play as you don't have to try too hard to play the game but is still a lot of fun and still a variety of challenges within it. This is the sort of feel that I would want for my game as I would say it lines up with me as a person because even though you have to be serious at certain times but you can also have fun whilst you're doing it. If I feel like I relate to the game there is more of a chance that I would enjoy developing it which would most likely bring out the best of me and help me get some good ideas in for it.
I then textured some of the assets using Blender, I usually would have used Adobe Substance Painter for texturing but with it being more of a programming-based project instead of 3D modelling I chose Blender as it was more time efficient. I made the assets look realistic but a little plastic in the texturing department and I think this adds to the feel of the game as it is PEGI rated 16+ so if the violence was too realistic it would probably be 18+. It wouldn't fit if the assets were ultra-realistic but the violence was toned down a little.
We created a simple main menu and a health/energy bar using Unreal Engine for the UI (User Interface). For the main menu there are three boxes which have three different buttons that the player can choose which includes: Play, Settings and Quit. This is very basic but realistically we don't really need much else at this stage of development as we didn't want to give ourselves a huge job which we wouldn't be able to finish in time for the deadline date. The health/energy bars show us how depleted our health or energy and if our energy is depleted is would make it so certain actions cannot be completed because the character is too tired and needs a little time to rest. If the health bar is depleted then the player will probably have to be careful as they are more likely to die so it would indicate them to get to cover to their health can also recover. The ammo count is there to indicate how much ammo is left in the magazine of the gun that is currently equipped so we know when the best time to reload is so we have more than one bullet in a gunfight!