The world I built is a platformer that contains floating islands, coins, gems, and power ups. Within this level you must complete difficult jumps and complete parkour, in order to complete the level you must grab the key and make your way onto the final room. Within this room you're given the choice to collect gems and coins or being able o finish your run and save time.
The original idea for this module was that we were going to design a level using just floating islands like a regular platforming game. I didn’t know we were going to add coins or gems within the level since I haven’t played platformers where those were present before. My original idea changed since I didn’t realize what was going to be added in the level beforehand. The parts that were most fun to create were the moving islands since learning how to use the sequencer to animate within unreal. Using the sequencer at first was somewhat difficult though I was able to catch on quickly since I had experience with animating in 3ds Max. The tools that were most useful were the scale and movement tool. WIth decorating the level with islands, coins, gems, and power ups the movement tool became the most used tool and using the scale tool to change the size of islands. The most useful technique was being able to tab into the properties of an object and changing how it is interacted with in the level. What I am most proud of within this level is using the sequencer to make skillful jumps that can make or break a run. Though if I had more time I would improve the amount of speed run routes so there would be a greater risk and reward system.
The Valley I built contains a foliage dense landscape with checkpoints leading the player through the world. With the player completing various tasks to continue to the end goal. What causes this world to be interesting to explore is the fact that it is a breath of fresh air with new mechanisms within the world. With the world taking place in a dawn setting the player has a light that illuminates from the eyes so the player can navigate through the darkness.
The parts of my world that I expanded the most on in this unit is the actual player mechanisms world building with the addition of built in lights within the characters eyes that illuminate the path the player follows and building castles, villages, and checkpoints throughout the world. The tools that were most useful was the lighting and the blueprint viewport which allowed me to change the character settings and add the built-in light that will illuminate the players path along with being able to change how certain props within the world are interacted with. What I am most proud of from Unit 5 is the fact that I learned so much about world building from scratch and how to design within the world after it is built whether it be buildings and props to foliage and challenges. My world looks and feels different compared to the end of Unit 4 with it being a new feel with the player needing to navigate through obstacles shrouded in darkness rather than being able to see everything at hand in Unit 4. Along with this the world is also bigger and features more in depth challenges and goals than the end of Unit 4. If I had more time I would add more ways to complete challenges rather than only one or two to get past certain obstacles that plauge the world.
The valley while staying foliage dense now features hazards. With the hazards ranging from magical potions and rolling boulders to sweeping arms and pendulums blocking the players path. These mechanics change the player's experience compared to unit 5 since there are now things that can harm the player and actually block them from continuing through the world soundly. These are the main changes that have happened within the valley from unit 5.
The challenge that was the most difficult to build was the potion throwing imps. The reason for the imps being the most difficult to build was since there was many moving parts steming from building the sensing system along with the player predicting movement system so the imps can actually hit their shots. Though building the imps was also the most fun challenge with the vfx and player tracking system being interesting to make. I balanced difficulty to keep it fun but fair by altering the hit speed within the imps and rotation/swing rate of the sweeping arm and pendulum. With the hit speed of the imps being imperative since if they throw too fast it would become impossible for the player to cross. Along with this the rotation and swing rate of the sweeping arm and pendulum are the same since if they are spinning or swinging too fast it becomes a mountain the player will never be able to climb. The mechanic I am most proud of is the player tracking system within the imps throwing potions. With building the equation to track the player being the most enjoyable part of building them along with creating the VFX and sensing system. This fits the story of The Valley since it is magical potions which goes hand and hand with the magical world that has been built during this unit. If I had more time a new challenge, I would add is archers shooting flaming arrows as the player approaches the final section of the map.
What I learned about storytelling through visuals and sound was that you're able to tell a story without words. With visuals being present and the visuals being able to tell their own story without any words being present to provide context. With majority of storytelling without words is presenting the viewer with a scene and allowing them to create their own story based off what they're seeing in the moment. The feature I believe most enhances the player's emotional experience is the music with the music being heard while experiencing something influencing a person's perception a great deal with music being able to soften a situation or make tensions burn brighter than ever. If I could add one more cinematic or audio element I would add a cinematic view of the camera zooming out quickly and showcasing an above view of the map since it would show all the gems present within the game which is the main component in the player knowing where to go while playing.
This level fits into the existing game since it stems off of the main story and strives to dive deeper within the story. With the goal for the player now being to return light to the world that was lost suddenly between level 1 and 2.
Challenges within the level are time based with the entire motive of players is to move through the world within a timely manner with the only for players to progress through the world being opening timed gates and passing through the gate so the player is able to progress though if the player can't cross through the gate in time it will close and lock them inside the section in order for them to try to complete the challenge again.
The Ethics & Rating Justification of this game of ESRB Rating is E which is E for everyone. The reason for the E for everyone rating is because the game has no violence or suggestive themes present in the message while playing.
With the world progressing it goes deeper within the state of the world and having to continually progress through the world with levers and switches being present to return light to the world and open various doors so the player can go through the world. Which is how the level stems off of the previous levels to progress the story along with this the player is subject to new challenges with the addition of new pawns within the world that cause the player to be sensed and eliminated by dangerous light. With light being a main component within the levels with it being emitted by gems that lead the player throughout the level which is extra light along with the light that is emitted directly from the players head which is the main source of light present at hand to the player. Which is why completing challenges within a timely manner is a focal point within the game since that is the only way to progress in the game. The cutscene plan for this level is having the camera twist and turn throughout the world as it did within the level 2 cutscene of the guarded marketplace. With the camera winding throughout the entire world in a designated time frame so the player can get a glance at what they are going to experience as they venture through the world though not enough to the point that the player can map out every way to complete the level just in the glance of one cutscene. Which is why the cutscene will be fast enough for the player to not memorize the new challenges though not so fast that the entire level is only a glimpse rather than an intro scene when spawning in. With the main theme of the game being completing challenges and finishing the level which can have more or less parts depending on which level the player is present within. Which is how I designed each of the levels with there being various changes as the player progresses within the game as a whole. With new enemies and challenges being present inside of each level. With the player going deeper and deeper within the game and experiencing what it has to offer.