What genre did this story feel like to you? The genre this felt like to me was a narrative one. The game prioritized the storytelling element along with being very interactive with the player based on the choices they made. I like how it kind of read like a first person novel, it honestly made me feel like I was reading a interactive book.
Did different sections remind you of different genres? I'd say a bit of fantasy and definitely adventure for sure. The environment is more of a light fantasy setting. An example of this would be the symbols carved in the tree and the way things are described in the story make them seem alive, reacting and watching what choices we, the player, makes reminds me of how someone would write a fantasy story. The adventure element is very obvious since we have to go different places, see new things, and escape danger.
Why is it important for game developers like you to respect copyright and licensing rules when creating games? Respecting copyright and licensing rules when creating a game is important because it keeps you out of legal trouble. If you use someone else's music, characters, artwork, or code without permission, the owner can take legal action and sue you (most likely asking for a lot of money). It also protects the hard work of other creators in the game industry who spent time and effort creating those things. I wouldn't want someone using my stuff without permission, so it's also more of treating people how you want to be treated. There are many different assets a person could use that are cheap or even free, and the best part about it is that you can use it legally. The game engine you use should provide some type of store where you can place these legal assets in your game.
How might the character you’ve created change the way you imagine playing What Remains when you start building in Unit 4? It hasn't changed much, other than that there might be a little bit more tasks to do other than just exploring the valley. I expect there will be a lot of dialogue, but kind of shortened up. The tasks won't be huge or too challenging to the layer, but will be enough to play a role in the story and environment. Though most of it will just be more of a narrative/rpg combination, with listening and choosing what you say to the Balladeir. The player will get rewards and things to help them explore even more. And since the balladeir knows the valley off the back of his hand, it should be interesting to see where he takes the player, and the little secrets he tells about the place.
What similarities and differences do you see between Autodesk 3ds Max and Unreal Engine?
The system is very simple to use much like 3DsMax, and has the same features. The difference is that you can actually go and play through your modeling instead of just being in editor mode all the time. I really like this feature because it shows what the player will see. For 3DsMax this feature is similar to the component where you can view what the camera is viewing when you play your animation. Both are very different but essentially serve the same purpose, to make sure the creator knows what the viewer will see so they can make changes.
How well do you feel learning 3D modeling last year prepared you for working in the Unreal Engine?
I think it really did prepare me for 3D modeling, shaping the way I do my modeling process. Building the shelter came very easily to me upon the fact that last year we had to build infrastructure for the background of our final animation, and I'm used to working with shapes, reinforcing the idea that because we did so much stuff with making models it'd come easy to me making this shelter.
What did you find most challenging, and how did you work through it?
The most challenging part for me personally was figuring out what to put in my shelter other than the common simple objects like a chair and a table. Firstly I thought to myself, "Well, what's in a house?" My first thought was a TV, and I popped it right in. Even though there wasn't a television model, it was still effortless to put it in, a TV is easy to make. After that I put some plants around and in the house. I tried to give it a bit of personality by making it look old with vines flowing down the walls, but in that case I should've recolored the furniture to go with the vintage look.
Why might using multiple Inclined Planes be more effective than just one? Multiple inclined planes are more effective than just one because the more planes the less complicated to make the ball reach something farther has to be. With one plane you'd have to manipulate it a lot so it'd reach the bucket but with multiple planes it's much simpler and more effective with time. Just copy and paste then move it, and there you have a functional travel system for the ball.
How does turning snapping on or off affect the way you build and test your level? Turning the snapping off was most helpful for me because it allowed me to be able to move the object around freely, to any direction I like without any restrictions. If the ball was a tiny bit off, I could move the inclined plane a tiny bit to make it actually go into the bucket.
What did you learn about problem-solving when your first setup didn’t work as expected? I learned that you can't rush this type of thing, and it's always going to take multiple tries to get the product you want. It took me a lot of tries to get it right, but with patience I got what I wanted even though it took me the whole class period, it was worth it. I prefer quality over speed.
Why does the distance from the fulcrum change how much force a weight applies to the lever? It changes how much force a weight applies to a lever because the more the object is closer the the fulcrum it doesn't lift as well. Placing the object farther will make it have more of a reaction to being lifted.
How does scaling a weight affect the outcome compared to moving it closer or farther from the fulcrum? Scaling the weight affects the outcome more then just moving the object because with weight you get more of a reaction; yes, moving the object around with make an reaction too but when you scale it to be larger or smaller, the outcome is more prominent.
In what ways can customizing materials be useful for both design and gameplay in a project? Customizing your materials will affect and be useful in future projects because in gameplay, texture is one of the most important aspect in design. Texture can tell a story, and not only that most players expect to see texture and different material in the world. It sort of expands and gives your player an idea of what type of environment they're in.
How does changing the shape or sharpness of the Wedge affect the result compared to just moving it? Changing the shape of the Wedge affects the result by creating different results then just moving it would. Let's say for the watermelon simulation, moving the wedge left or right would change what side it would cut or how much of the side it would cut. Simply thickening the wedge will change how much its sliced, but it will stay in place and be cut equally.
What did you learn about controlling chaos when working with multiple watermelons and buckets? I learned you have to postition the melons a certain way, sometimes even strategically to insure all the melons get through the glass. It was actually a bit challenging but when I shifted the melons size and position, I finally had it.
In what ways can experimenting with physics in UE5 help you think differently about solving problems in real life? It can make you rethink about how an object reactions to gravity based on size, weight, and where it's placed. I like to think of UE5 as an example if you can't quite picture how the object in question would fall or roll, since UE5 has realistic physics.
How did adjusting the Lazy Susan’s size or rotation rate affect where the ball ended up? What does this teach you about precision in design? It effected where the ball ended up because it really depended on how fast it hit it, and how much cheese was on it. I'm sure you could do it with less cheese, but for me I found it easier with more. Precision is very important, because the goal is for the ball to go into the bucket. You have to take your time and review to get it exactly right. This might take multiple times, but as said before, precision is important.
Why might adding sound effects improve a Rube Goldberg machine or a game level? Think about both the player’s experience and the designer’s goals. It improves the players experience and level by basically signalling you did the task right and it also gives the player a sense of doing something correct. Sound effects and music is key for a great game.
Why is it important to leave a gap between the pulley basket and other objects when setting up a chain reaction? Leaving a gap was important so the pulley wouldn't be stuck on objects. If it does hit or touch the object, it'll be set off without even having the desired piece being put in the basket. For gameplay, that might be seen as a mistake or bug, so it's always important to space the pulley from the object.
How does changing the rotation or position of the pulley affect the outcome of the machine? Changing the rotation or position of the pulley affects the outcome of the machine because if you change the rotation to hit the desired object, it actually works. I've had to change the direction of the boot multiple times, but the basket was easier. That being said, changing the rotation of the basket can make it aiser for the domino to fall in.
If you were to redesign today’s pulley setup for maximum reliability, what would you change and why? I don't think I would change anything because it's already functional, and if it's functional it should be fine.
Why do you think the screw is considered a simple machine, and how does it change motion compared to the other machines you’ve used? It's considered a simple machine because it doesn't take much to make it work on how you want it to work. All you really have to do is change the size of the slide/ramp, and change the speed of the screw. It only takes two parts as well.
When extending a Spline ramp, what trade-offs do you notice between making the path smooth versus precise? Making it smooth looks good, but making it precise makes it actually work good. When the orange comes down on the smooth ramp, it could easily fall off or slide off when coming down. Not only that but when the orange comes down to hit the dominoes, it can completely miss the dominoes. Extending the spline to be precise, you won't have any of these problems.
How could combining Splines, Screws, and Dominos allow for more creative chain reactions than using them separately? Combining them can make so many possibilities of chain reactions, especially in the space that we're working in. When using them separately, it's a bit more boring and I'd even say a bit more challenging to create a CREATIVE chain reaction. Yes, with dominoes you can set it to different patterns and what not, but setting up the other objects would most likely create a boring chain reaction.
Identify the members of your team (each team is one pair of classmates). My teammate is Ana Santoyo Jimenez.
What is the theme of your machine? Simple yet creative and interesting.
Which role title did you take (Designer or Documenter)? Why? Documenter because Ana mostly came up with the design, I did some parts but she did the big picture of it.
How did you and your partner make sure you both understand the whole design? We went into the actual kitchen in UE5 to see how we would kind of wrap it around the kitchen, and she drew the steps as we were talking.
Write your short description (5–8 sentences).
Our rube Goldberg starts off with a rubber duck which goes into the funnel, landing into a pulley basket where the boot kicks a bowling ball, rolling down an inclined plane and knocking over a zigzag of dominoes. Once the dominoes fall over and push an orange into a screw mechanism, the orange will hopefully roll across the counter, hitting another set of dominoes. The last dominoes on the end will fall onto a lever, tossing it into some bowling pins in which the pins knock over a small watermelon, a wedge being under it to slice it. The sliced watermelon goes through another screw, knocking dominoes into a pin which hits a lever and tosses the sandwich on the lever into the plate! So all in all, the end goal is to be able to toss the sandwich onto a plate on the table.
Choose one of the five terms we started INTRODUCTION lesson with, and write a paragraph that shows what you now understand about it. Use your own words, and include an example from the lesson if you can.
Gameplay
Graphics and Visuals
Sound and Music
Story and Narrative
Replay Value
Story and Narrative are what make a gameplay because it engages the player, and gives them a purpose to be playing the game. Like a book, a good narrative uses characters and plot twist to keep its viewer hooked on what happens next. The difference is that in a game, your the one making the choices that drive the story forward. For example, having a plot line where the Main Character is trapped somewhere and they have to fight to get out will motivate the player to get better at the game to figure out what comes next after this plot line. It's a matter of curiosity and personal connection to the game when you're the one making the choices to, again, discover more of the story. It almost always leaves an impact on the person playing, especially if the narrative has many characters you can interact with, creating personal bonds.
How can simple mechanics lead to complex gameplay? Simple mechanics are the foundation of complex gameplay. Complex gameplay is a result of taking those simple mechanics and using them in (usually) high-pressure tasks or problems the player faces. In Rocket League, the idea of hitting a ball into a goal is simple mechanics, but it becomes complex when you add boosts, ranks, multiple players, and the fact you can jump in the game.
Why is it useful to understand game mechanics when analyzing or reviewing a game? It's useful to understand mechanics when analyzing or reviewing a game because once you know the mechanics, you don't review in bad faith. What I mean by that is just giving a nonsense review such as "I didn't like it." Knowing how the game works can not only give your review credibility, but it also can be used to criticize what can be improved or left out. With this, as well, you can compare it to other games that have similar mechanics.
Choose one of the four terms we started the FAIRNESS lesson with, and write a paragraph that shows what you now understand about it. Use your own words, and include an example from the lesson if you can.
Symmetry & Balance
Risk vs. Reward
Player Behavior & Cheating
Unintended Imbalance
Player Behavior and cheating refers to how people interact within the rules of the game and how some will try to break them. Sometimes rules aren't broken to cheat but the players actions are still considered by others to be cheating. Whether it be exploiting, or using strategy to get easy wins, cheating ruins the experience for everyone, even the people on the same team of the cheater. For example, a player known as SpawnTrapX would spawn-kill people, not being fair to his team nor the opponents. Though Overwatch doesn't have rules against spawn-killing, socially this would be cheating because it doesn't give other players a chance and is an easy way to win.
Write a paragraph that shows what you now understand about this term. Include examples of how the term is used in a game of your choosing.
The same thing could be said for Roblox, especially in combat games. The more frequent cheating system is teaming in games where it's free for all. Teaming is a major issue in games like Murder Mystery, where everyone is supposed to fend for themselves. Most of the time, the two teamers will be murder or the sheriff, of course the murder doesn't kill their friends and the sheriff guards the gun, not killing the murderer. This robs the chance of other players winning the game, or being able to play at that. Camping is also a form of cheating, again, robbing the chance of others winning instead of just the murderer. Recently, a fighting game just added clans/teams to the game because the teaming got so bad. Though there are many cheaters, and there will always be cheaters in games, there are a good amount of players who play fair.
Why is mood and atmosphere important in games? Mood and atmosphere are what make the player feel something. It signals how the player should feel in the scene, and greatly impacts your game more when the mood and atmosphere correlates to your game's story. A strong atmosphere makes the player forget they are just playing a game or looking at a screen and makes them feel like they are quite literally there connecting emotionally with the world you built.
How is it different from game mechanics? Game mechanics are simply just there to make the game work. Jumping, hitting, doing quests, and systems don't create a mood or vibe to them. However, atmosphere and mood refers to the overall emotion created by the environment. Music, lighting, and details in the gameplay effect this
Write a paragraph that shows what you now understand about this term. Include examples of how the term is used in a game of your choosing.
In Roblox, since there are a lot of games, I'll be choosing one of the most popular ones. An excellent example of mood would be a Roblox game called "Doors". The atmosphere is built using dim, flickering lights, a narrow field of vision, random creaks, and an eerie ambience to keep the player alert and anxious. Even if there were no monsters, it still had an unnerving vibe, letting the player know they should be scared of something. This is very different from a game like "Adopt Me!" Which has cheerful, upbeat music along with its high-saturated color and brightness to make players feel happy and safe. The places have a more simple and bouncy structure and include kid-friendly items unlike "Doors" which have weapons and broken structures in it. While both of these games have the same mechanic of walking and interacting with objects, their atmospheres create two completely different experiences.
Why do we need collision objects? Why can't the computer just use the static meshes to handle collisions? We need collision objects for things such as obstacle courses and to just be able to walk across something. Sometimes the meshes don't have collisions on them, so it's important to double check. The reason why the computer doesn't automatically do it is because it's expensive since the computer has to run a frame every single time something new happens in the game whether it be just turning the camera or a character subtly moving.
What was the hardest part to understand about collision detection? It wasn't that hard for me to understand, as the video creator explained it well. I didn't understand at first because it seemed easy from a non-platform developer perspective to just put the automatic collision direction in but now that he's explained it, it makes sense.
What do you think is important to create player immersion when designing a part of a level using static islands? It’s important to create player immersion when designing a level with static islands because it makes your player more interested and if islands sit still, it can make your world feel boring and empty.
What was most challenging with creating the animations for the moving islands? The most challenging part for me is trying to make it look good while also making sure the player can move through it smoothly. When I was testing it, on the second island if you jump too far you will fall off. I kept that part of design to kind of create a challenge to be more careful when jumping from island to island.
If you had more time to work on the animations, what would you do to improve and make them more interesting? I personally think the islands are fine now, but to make it more challenging I would probably add mini islands. Maybe some that don't move so you have to stop and wait in-between the islands moving.
Can you think of any other powerups that you would like to add to your game? I would like to add a speed boost, a magnetic boost for coins and gems, a double jump and an invincibility shield for later harder levels.
Why do you think players can find it satisfying to collect things like coins? Players find it satisfying to collect coins because collecting things in games usually means rewards like buying upgrades or items. The sound design when collecting a coin also makes players feel like they've achieved something, adding to the satisfaction of collecting coins.
How could we improve the level to make it even more satisfying to collect coins? I could improve the level by adding a store or a point system for collecting the coins. I was thinking I should put a certain amount of coins you have to collect, and the points vary on how many you collect (collecting more than the goal means more points, and less just means less.)
Why do we store the information about having the key in the Game Mode instead of in the door or the player? The key makes more sense because it's the one being used in this situation. Storing it in the player or door would be a bit tricky to deal with because if the player resets, the data might be lost.
What was the hardest part to understand when building the key and connecting it to the door? For me, mostly looking at it is confusing and finding the right code to make everything work. I understand the simplicity of it but if I had to do that on my own, I would be lost.
Why is it better practice to keep the logic for updating the timer inside the HUD instead of directly in the Game Mode? The HUD shows the timer, so updating it would kind of be like updating the visual part of the timer.
What challenges did you face when creating a new event from scratch in the HUD, and how did you solve them? I didn't face many challenges, it was pretty simple to me but the only problem I had was the key image lighting up. It worked at first but then stopped. I tried redoing the code over and over but it didn't seem to work. Everything else did.
What surprised you most when comparing two professional reviews of the same game? It's not much suprising but I liked the fact they focused on the game mechanics because when people talk about undertale, they usually only talk about the sotryline and characters, not the game mechanics as much. But of course, since it's a review, a section has to be dedicated to the game mechanics.
How can reviewing two different opinions help you become a better game reviewer or designer yourself? Comparing two different opinions helps you seperate personal preference from the actual critic of the design of the game. If two or multiple people complain about or praise a mechanic, its a matter game itself and not just personal prefernece to the reviewer. Also, by seeing how one revieer loves a mechanic that another finds fustruating, you learn that you can't please everyone or cater to all audiences. A great lesson to learn so you don't put pressure on yourself to make everything perfect to everyone.
What did you learn about how data is passed between blueprints and widgets? I learned that the data is passed between blueprints and widgets by using references so the UI knows what to show the player.
Why is it helpful to organize blueprint code using nodes like “Sequence” and reroute pins? It's helpful to organize these so the code won't be messy and confusing, and the reroute pins won't cross over each other when connected to the nodes.
How did experimenting with lighting help you understand the importance of atmosphere in a game world? Experimenting with lighting helped me understand the importance of atmosphere because it sets the mood and gives more depth to your story and how it's being told. When I changed the sky to be a red, it invoked a feeling of danger and aggression. Blue is more mysterious and calming.
Why is real-time global illumination (Lumen) such a game-changer compared to baked lighting? Baked lighting is great but Lumen is much more beneficial and efficient. The light bounces off objects instantly, and it doesn't take long to apply Lumen light.
What kind of problems could happen if your level didn’t have the correct Game Mode? You wouldn't spawn as the desired character, and it would overall be confusing.
Which sculpting tool did you find the most useful for shaping your world today, and why? The flattening tool, sculpting tool, and smoothing tool. Though it's a bit hard to see, I've made multiple ramps and smoothing came in clutch to make it look better. Along with the sculpting tool when things looked too rocky.
What challenges did you face when trying to make your landscape look realistic? Not adding enough but also adding too much. It's still a bit off and unrealistic but I tried my best. I didn't have a reference to a landscape so it was challenging to get it to look right.
How could you use reference images to improve the realism of your world? Reference images would give me a good idea on how the structure works. I would just reference it but copying from the photo also works too.
Which parts of the reference image were easiest to recreate in your landscape? The overall shape of the landscape was the easiest to create because it's pretty up front with its look. There's no hard patterns in it at all, the most challenging part about it would be getting the mini areas in it to look accurate to the original model. Easy to create, harder to make it look right.
Which areas were the most challenging, and how did you approach them? Honestly, making the mountains the height because I had to adjust and smooth it out multiple times to the dip, ramp, and sculpt of the areas. The areas were challenging on its own but what took most of the time was making sure the player couldn't go on the mountain and what not. Changing the strength and size was also a hassle due to it not being what size I had in mind when I actually used it vs when I imagined it.
If you could improve one part of your terrain, what would you change and why? I wouldn't change much, but I would try to make the size of the mountains more accurate to the original because his is skinnier, and he didn't have to alternate much in the terrain like I did.
How does your hero’s story (their lore) connect to the new world you will build in Unit 5? My character would probably tell the player important things to get and where to go, what to look out for. Also, he could possibly trade with the player. Overall his lore would stay the same.
Do you need to change your hero in any way based on what you now know about the valley? Or should you keep your hero as they are and instead adapt the design of the world to fit them? I think I'm going to keep him and adapt him to the design of the world because generally I think he could fit in -- just the fantasy elements I would have to let go. I definitely think that The Balladier can give the player gems or coins, since his whole schtick is mostly helping the player.
Thinking about your Unit 3 activities on game mechanics, mood, and fairness, which of those ideas will influence your world design the most in Unit 5? Why? Mood and fairness will influence it the most because I think those are the most important, fairness of a game will either turn your audience towards or away from your game. The same could be said for mood. Setting the mood will guide your audience how to feel during a certain level or scene.
Write down 3 keywords that describe the mood of your Level 2 world. Bright, calming, and basic. It's an easy level, and I'd say more like a rest stop type of level especially from the last one. Of course, I could change it by changing the light source's color, but I think having it cozy like this looks good.
How did painting with layers change the look of your world? Painting the terrain with the layers made my world more lively and more realistic. The two colors are simple but it makes the area diverse and interesting to look at.
What choices did you make when adding grass and gravel, and why? I decided to add the gravel to the top just like the guy in the video did because it looked pleasing to the eye, but now that I think about it, I think I should've added the gravel at the bottom instead of the top, because that would look nice too.
How did adding water affect the atmosphere of your landscape? Water affects the atmosphere of my landscape by being a starting/landmark point for the player, it leads to the next point in the map.The water also adds a calm vibe to the terrain.
How did you use natural barriers and paths to guide the player through your world? I used the painting tool to paint pavement to each checkpoint. This'll keep the player on track, and each checkpoint will be a signal that the player can stop at the market and tables.
What choices did you make to make your checkpoints unique? I added a bunch of food, and customized plates on the table. Stacks of hay, boards,s and stations. This brings the checkpoints more to life, like other players or even villagers went there. I didn't want to just copy and paste and leave it basic, and even though it was time consuming to add tiny little details, it was worth it.
How do checkpoints change the way players experience your level? Checkpoints change the way the player experiences the level because having no checkpoints not enough can make a frustrating game, the player having to restart way back where they used to be and even the beginning. Most games will have checkpoints right at the challenge area, but to throw in a challenge they'll put the checkpoint far back. This could be fun without over doing it.
Which foliage settings made the biggest difference in realism for your world? For me, changing the radius and density. When the trees spawned they were really close and it looked off, so adjusting those settings made the forest less cluttered.
How did adding vegetation change the atmosphere of your level? It added a more realistic/professional look like other video games who put a lot of effort and have more tools to make their own game more environmentally friendly. It also makes the player feel like the world is full, and not like it's a sloppy or dull world.
How can you use forests and fields not just as decoration, but to shape gameplay and exploration? The forest and fields are used as a navigation tactic for the player to stay on the pavement. They block off the grass beside the pavement, not letting the player get off track.
What do you hope to get out of taking a class focused on Game Art & Design? I hope to get more of an understanding on how the game industry works, their processes, and how they handle challenges. I really want to work in designing games, or even create my own. So knowing the behind the scenes would be really helpful for my game designing future career.
Why do you think having an industry-recognized workforce credential like the Unreal Engine certification can be valuable for your future? The certification proves my skills are verified in this field of work, and it opens up career opportunities for Unreal and other 3D studios.
Why is it important to have a Code of Conduct when working in game development or other creative industries? Having a code of conduct is important because it sets clear expectations for behavior, can prevent conflict, and ensures everyone can work in a respectful, safe and efficient environment.
How can you navigate and explore the first level using the mouse and keyboard, and what does this allow you to observe about the available assets? You can use WASD and the arrow keys to move, the mouse to look around, and right-click to control the camera, which lets you explore the level and observe how different assets like props and environment are placed and used.
What is the difference between a Static Mesh and a Blueprint in the Content Drawer? A static mesh isn't interactive and won't do anything if the player goes up to it or uses something on it, while a Blueprint is an interactive object, like a door the player can open.
Describe at least three interactive elements demonstrated in the level when you playtested Level 1. How do these elements contribute to gameplay? The lever, the buttons, and the boxes contribute to gameplay as they can be used in a multitude of ways. The buttons and level will most likely unlock something, and the boxes could be pushed to hit or block something in the game.
How do you navigate to and open the correct map for building your game, and what is the name of the level you will be editing? You go to the content drawer, press the hour of the code folder, click the maps folder inside that one, then click Level_HOC_World.
What problem does the player encounter when pressing play in the default level, and what will students need to add in the next lesson to solve it? When the player spawns and tries to go forward they will fall through the platform near the opening and won't be able to get out. Students will need to add collisions to the platform and create multiple platforms to get across.
What choices did you make to design your castle’s exterior? The choices I made when designing my castle's exterior was to make pillars, even if they weren't all that detailed. On my own note, I'll add some windows and decor on the walls and roof. It took a little while to get it exactly right because I had to rotate the walls a few times as they were facing the wrong way. The reason I could tell it was the wrong way was that if it was facing the right way, the sides of the walls were sharper and straight-- not bulging out.
How did you organize your assets to keep the build manageable? I organized my assets by gathering all the ones that are the same into one folder, underneath the overall folder of the castle. Firstly, I created a new folder for the whole castle, and as I went by with creating more items to be of that castle, I put it in mini folders. I mostly used the shift tactic where I select one piece of an object, scroll uo/down, and click the last piece of said object and disperse it into a fold under the main folder: Castle.
What atmosphere do you want players to feel when they reach the castle interior? I want it to feel important, and like going to the castle is their achievement. I want them to feel complete when they go to the castle. Because the castle is the last part of the level, it being spacious and designed with the shiny silver and goldish color replicates a significant place, just like in real life.
Part 1:
How did adding lighting change the feeling of your castle? Lighting changed my castle's atmosphere by making it more realistic and enchanting, especially the goal. Putting the ray of light over it makes the goal stand out, and signals the players success. The fires make the castle feel like its sacred, and important.
What choices did you make to balance mood and visibility? I made the torches go in a line to lead the player, and didn't put a lot because I didn't want it to be overcrowded and busy. This creates a sense of calmness as the player has room to move around, and doesn't feel like they have to strictly go where the torches are leading. And as I said in the first question, the lighting makes it feel important. I chose a warm color not only because fire has a warm color, but warm colors could mean many things, like sacredness or a warning.
How can light be used as both decoration and a gameplay tool? Light can guide the player throughout the level. Like shining on a path, road, or object that the player should be aware of. As for decoration, it can be used to enhance the level's aesthetic, or just be used as a means of storytelling about the world.
Part 2:
How did flickering light change the feeling of your castle compared to static light? The static light already held some personality and realism to it, but the flickering lights made it seem more like real fire because real fire flickers. It makes the world feel real.
Why do you think it’s important to add variation between different light sources? It's important to add variations between different light sources because like in the real world, there is diversity among light. It doesn't make your world seem just like a game.
If you wanted to push the atmosphere further, where else could you use dynamic shadows? In the entrance of the castle, making it really bright would do good to show that it's the end of the level.
What details did you add to make your village feel lived-in? I added details such as windmills, flower shops, food shops, a horse station, and little items that people use everyday on the floor or a table. I also used mailboxes to show people living there, because when most people think of mailboxes by houses they know someone has to deliver and take the mail.
How did coins and gems affect the way players might explore your level? In the screenshots there are no coins or gems, but I did add them later on. I think the gems and coins add curiosity among the player because once they find that some coins are hidden, they will want to explore the level even more, and check out the little details in it.
How well does your current world design support the kinds of challenges shown in the video? Very well, I'd say the only cavat is the lake being shorter in my game than his. It was expected for mines to be a little off or maybe even more different than his but have the same layout. The old-school and somewhat primal challenges fit my world design as I was going for a kind of wild-west esc theme, I'd probably add a bit more detail to the challenges bases to make it fit more into my attention to detail world.
What changes or adjustments might you need to make to your landscape, layout, or design to prepare for these challenges? I would likely need to create a bit more open space, seeing the rest of the challenges, but it will come in due time if I figure I need to change anything. I'm sure it will fit, but if it doesn't;t, I'll just have to spend time reshaping the landscape.
How should the challenges you add in this unit match the mood of your Level 2 world? Write a short reflection (2–3 sentences). It should, as I explained earlier, have a wild-west type feeling to it. The mood is comfortable, challenging, yet important. It's not only important to get through the whole level itself and to collect rewards, but also get through the obstacles. The challenges should be comfortable to the player where it only takes a small amount of time to get through them.
How did adding ragdoll physics change the feeling of failure in your game? The ragdoll physics added the feeling of failure by making the player quite literally look at the failure of not reaching the next level. The death screen stays for about 2 seconds, enough time to let the player process their mistake and what they can do next time to avoid dying on the level.
What adjustments would you make to the Sweeper Arm to balance difficulty? I made it faster than it originally was, and added it in-between the two blanks to add difficulty when jumping from platform to platform. To balance this out, I simply moved the two objects a little left to the sweeper so the player can land on the object safely.
How does this first obstacle set the tone for the rest of the challenges? The first obstacle sets the tone for the rest of the challenges by letting the player detect the theme of the obstacles. They can assume the rest'll be like the first challenge, simple but difficult enough to make the player have to actually try.
How did adding pendulums change the feel of the Sweeper Arm challenge?Adding a pendulum made the river crossing way more intense. It took the challenge beyond just the basic sweepers from the first level, making the whole thing feel less repetitive and more exciting to play.
What adjustments did you make to balance challenge and frustration? For the balance, I actually had to dial it back. At first, I made it so hard even I couldn't beat it. The hammer was way too fast, so I slowed it down. I’m likely going to move it to face sideways instead of being right in front of the last jump. This keeps it tough without being impossible.
How does polishing the environment change how players experience the challenge?
Polishing the environment really changed the whole challenge scene. It makes the game look more professional and way cleaner, so players can actually see the obstacles clearly and focus on getting across without the light or any other environmental factor getting in their way.
How does the size and speed of the boulder affect how dangerous it feels? Larger boulders feel more dangerous because it's hard to dodge them or in general you're just not able to dodge them. Smaller boulders are less threatening because unlike large boulders, you have an easier chance of dodging them and getting across the obstacle.
How did you balance safe zones and danger in your Boulder Hill design? I added two safe zones because the obstacle was short so adding three would feel like too much. The challenge is to be able to get to those safe zones but also for it to be simple enough where the player can actually get through.
What changes did you make to your Boulder Hill to improve fairness after playtesting? I had to change a lot, one of the major changes was getting rid of the second boulder spawner and making the safe zones farther away from where they spawn. Not exactly an edit to the boulder hill but I had to move the checkpoint base as well
How does the Boulder Hill hazard feel different from the Sweeper Arm challenge? The sweeper challenge is more open, you can move back, forth, left or right. But the boulder, you can't keep going if a boulder is chasing after you. The boulder hill is also tighter and more packed, limiting the players movement
How did adding destruction effects change the feel of the Boulder Hill challenge? It makes the challenge more professional in a sense because the boulders don't random;ly dissaper out of thin air, they actually hit something and become destroyed.
How can visual effects help communicate gameplay information to the player? Visual effects communicate gameplay information to the player by sometimes giving them a heads up or what they should look out for.
How does the timed element make this challenge feel different from Sweeper Arm and Boulder Hill? The timed element makes this challenge feel more intense because not only is the player on a time limit, which makes them want to rush, but they also have to get past an obstacle course to get to the door. With the boulder hill and sweeper arm, you weren't on a time limit and didn't have to rush. You could take your time and get across easily. The timed gate adds pressure on the player.
What adjustments would you make to the open duration to balance difficulty? I put the open duration to 25 seconds because it was closing too fast at 20. I'm likely going to change it to at least 29 so it won't close if the player is off by 2 seconds.
How can timing-based obstacles increase tension without feeling unfair? I personally think as long as the player can get across without having to redo the level over and over, it's fair. What would be unfair is putting the time limit to ten seconds, whilst having a challenging parkour system to get to the gates.
How did ranged attacks change how you tested your level compared to previous challenges? Ranged attacks change how I tested my level because unlike the sweeper, boulder and timed gate, this level is directly targeting the player. I had to test if the player would be able to get hit at a sensible range and the projectile doesn't just follow the player to the next level or they didn't get hit across the map.
What adjustments might you make to the tower’s sensing distance or fire rate? I made the firing rate a good speed, it doesn't go too fast but doesn't go too slow for a challenging level. At first it was too fast but I lowered it so the player wouldn't be hit unexpectedly -- they could actually see the potion in time to dodge or move. Along with that, I adjusted the speed so the player had enough time to get across during cooldown/reload time.
Why does adding a visible enemy in the tower make the mechanic more immersive? Seeing an actual enemy makes the game feel more real because the player can see a character physically throwing the potion, making the tower feel like a part of the world rather than just a floating/dull trap. Creative freedom too, I made my characters unique, it can tell you about the inhabitants of your world.
How does changing ProjectileSpeed affect the predicted aim point and the player’s dodge options? A slower ProjectileSpeed will likely take longer to get to the player and the player can easily move away without facing any real challenge. A faster projectilespeed would likely not give the player any reaction time to dodge, hitting before or right on the player.
What values would you tweak first (AimOffset, Sensing Interval, Z offset) to make towers feel fair but challenging - and why? I changed the sensing interval to be more widely ranged so as soon as the player steps in on the house to get up the first obstacle, the enemy towers would start firing.
Where did overlapping sight cones create the right kind of tension and where did it become unfair? It actually didn't create bad tension or was unfair. It's fairly easy to get past if the player is sprinting across and has good timing instincts.
Which props or blockers most effectively guided players along your intended route, and why? I think the fences guided my player the best, especially in the beginning since there's two pathways the player can take and I want the player to stay on route. There are no fences in the second half because I'm not too worried about the player going out route to get across -- there isn't an obstacle course the player can avoid.
After playtesting, what single adjustment (angle, radius, tower position, or cover placement) most improved fairness without killing challenge? After playtesting, I adjusted the tower positions and cover placements a lot so the player would be able to get across without dying a lot. I had to put some near the entrance so the player could jump onto the house without being hit immediately because the potion would sort of in a sense come out of nowhere ---- and I don't want the player to die before they even get to the obstacle course.
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How can creativity and variety make your world unique? Creativity and Variety can tell a story of how life is in your world. It also sets the mood and personality of the game. For example, having basic modern props with a fairly normal atmosphere would show your player this is a normal (possibly boring) world. If you added fantasy elements, like props that have magic, potions, etc, that'd show the player that the world is fantasy-realism. There's so many props and buildings and light one can add to make the setting feel unique, and would make the player want to explore more of it.
What makes a player want to stop and look closely at a game environment? Things that will make a player want to stop and look are little details and easter eggs -- or generally anything that is bold enough to catch the players eye.
How can props and buildings help tell a story without words? Cracked walls, scattered items, and ruined buildings show players exactly what happened in a room without using words. A messy, abandoned desk or a locked cage tells a story about who lived there and what happened.
How can you balance decoration with gameplay flow, so the player doesn’t get lost? You can guide players by using bright lights, signs, or bright colors to point toward the right doorway. Putting heavy decorations only in corners keeps the main path clear so players don't get lost or frustrated.
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What changes did you decide to make based on peer feedback, and why? I changed my two obstacle courses (the first two) to be a bit more easier and accessible to get through. Even though you can get through it -- it may have been a little challenging to understand how. The both of them have a pattern to follow at the right timing.
How did the feedback confirm or challenge your own ideas about your course? I kind of knew it wasn't that good because it wasn't finished and some of the foliage was going on/through stuff so I had to fix all that up.
Looking back, what part of your challenge zone feels most improved after these updates? Definitely the last two courses because during that time they weren't finished so the players have yet to see/play that one.
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Unit Introduction
How do you plan to use these tools to make The Valley more immersive and emotionally powerful in the next lessons?
Main Menu
How does adding a background image or visual style change the way players experience your game’s first screen?
Pause Menu
What part of the pause system was most important for making the menu feel responsive and reliable during gameplay?
Select Levels
What feeling do you want players to have as they move seamlessly from one level to the next in your game?
What was the most useful takeaway for you from these lessons?
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How does using attenuation and distance-based audio make your game world feel more realistic compared to fixed-volume sounds?
How does random timing and sound variation make ambience feel more natural?
What kinds of small audio details make you feel the most impact or tension when you play a game?
When have you noticed background music change in a game, and how did it affect how you felt while playing?
What was the most useful takeaway for you from these lessons?