I hope to acquire various skills that will help me in the future so that I can pursue a career in this industry if it sparks my interest heavily. Various skills being coding, game designing, and even more in-depth modeling prowess. Having these skills along with the certifications broadens my job market in the future after high school and college. I believe having an industry recognized workforce credential such as the Unreal Engine certification can be valuable in the future since it is widely recognized as a known game engine and being able to make games within their shows how in depth your knowledge is within game engines with unreal being known for various games. It is important to have a code of conduct when working in game development and other creative industries is because when your bouncing ideas off of other people you have to be open minded to other ideas verses your own. You also want to have a code of conduct in order to create a safe environment for ideas
The genre of this story was interactive story. I got this feeling from the game as I went through making different choices that dictate the storyline and path I choose, for these reasons are why I feel like the story genre was interactive story. Different sections within the game reminded me of different gernes being that of a platformer when you have to decide how you are going to dodge the barrels flying down at you and making quick decisions that could help or end your run.
With the character I created changed the way I imagine playing What Remains faster and with more insight. With the character I built having different powers that would help him in situations where agility and fast movement speed would be needed. With my character I would probably be able to create a shortcut so I could finish what remains even faster than I already did. With the other powers present within my character I would have a various amount of outplay ability within each run. From the playthroughs that come with my character I would probably be able to speed run every level that is presented unless it is a water level or winter climate.
It is important for game developers to respect copyright and licensing rules when creating games since they could get sued later down the line. Getting sued in the future for a past copyright infringement could be devastating since you could lose a good chunk of the money you have made or will make. With respecting copyright infringement rules there are different clauses for each document. The clauses that could be presented to you could stump you though knowing what each clause means can help you greatly in future lawsuits of false accusations of infringement. Dealing with lawsuits cost a great amount of money if you're on the losing side which is why you should invest in a lawyer to go over document or read your document thoroughly.
Similarities I see between auto desk 3ds Max and Unreal Engine are the different ways to add objects. Within your play space and scene that you're working on with you being able to go into a menu in order to get the object you want or desire. With you also being able to manipulate and alter the properties of the object you choose to bring into your project. Differences I see between the programs are the ways to apply materials to objects. With 3ds Max needing you to download different maps and having to attach them specifically to a material menu based on what type of material it was. Though within Unreal Engine you just have to pick which material you want and drag it to however many objects you want to be said material.
I believe that learning 3D modeling last year has prepared me for working through Unreal Engine. With my understanding of manipulating workplaces through a menu and adding objects through said menu and changing the materials of the object. With both programs having some of the same aspects it put to use my experience from game design. With being able to add lighting to your workspace with manipulating the color and luminosity within the panel before adding it to your scene. Being able to understand Unreal Engine easily and fast based off the experience i gained through a year of 3ds max has helped me navigate Unreal Engine easily.
What I found most challenging was manipulating the field and of view and the speed I am able to move my camera to look at my objects and materials. With the differences within Unreal Engine versus 3ds being vast when they appear I have had problems with my viewports. With 3ds Max not having a way to differentiate the speed of your camera within the scene this is a new aspect to me within Unreal Engine. Other challenges that were present when starting in Unreal was getting used to the 3d model that we play as with understanding how to move within the world I have created. Though with the problem-solving skills that were shown to me within 3ds Max I have been able to overcome my challenges within Unreal relatively easily.
Using inclined planes by themselves is harder with you only having on direction available. Though through using multiple planes you can change your direction multiple times. With this being present you are able to change the velocity of your object by causing it to hit a plane to decrease its speed. With the use of multiple planes, it expands that variety of tasks that you can complete with just planes. Though you can only use downward velocity without being able to lauch your object up the ramp since the force used in ramps is downward force such as gravity. These reasons are why multiple inclined plans are more effective than only one.
Snapping can make or break your levels at sometimes whether it be aesthetic or making a level possible or not. With snapping being on in a level you can cause the level be smooth and showing that you understand physics if what you're snapping it attached to something in air. Though for snapping being off within a level your player may wonder why something is floating without being attached to anything. Though this depends on what type of game it is with different expectations being had from genre to genre. With various ways turning on and off snapping can affect your level you have to test and see how it could be perceived from a player's standpoint.
With keeping an open mindset when learning a new program, you have to accept that some ways won't always work. With my first setup being too simple with me not being able to have the depth perception to line up the first inclined plane. Though this was an easy fix with my having to move the entire set up to the left a tad bit in order for it to stay on track. Play testing is imperative for you to be able to make a level that is playable and knowing if you built it right, since without play testing, you might graze over a problem that could directly affect how the level is played and it ruins the entire level. Realizing that problem solving depends on how much you care about what you're making which is what I learned when my first setup hadn't worked even though I thought it was going to.
The distance from the fulcrum changes how much force a weight applies to the lever because of the strength. The strength that is applied varies since the main strength within the lever is at the fulcrum. This means that it can support more weight the closer it is to the fulcrum. With this it means that if weight is placed at the end of the lever rather than the middle it means the force is multiplied. Rather than being on the ends being closer to the middle means the force felt is divided which is why the distance from the fulcrum changes how much force a weight applies to the lever.
Scaling a weight causes the weight and in turn cause the force to be larger. The difference between scaling the weight versus closer or farther from the fulcrum is that changing the weight can cause more force than needed. With only scaling you could spend more time finding a weight rather thankfully using the physics within the lever. Using the physics within the lever such as closer or farther to the fulcrum can save time rather than finding the direct weight. Since the force is multiplied or divided closer or farther from the fulcrum which negates the need for scaling the weight a crazy amount.
Customizing materials can make or break the aesthetic of your level. Customizing can be useful in both design and gameplay with it keeping aesthetics within your design can cause your level to be smooth. Within your gameplay in a project the customization can cause you to be able to complete a level or not be able to. With customization being used to show directions for example using a red arrow to direct your player within the level. These ways show the variability customizing materials within a level can be useful to your design and gameplay.
Changing the shape or sharpness of the wedge influences the result compared to just moving it with it adding different properties. With the properties being added giving a new function to the wedge in total. With the changing of the sharpness can cut objects when they fall onto the wedge which gives a completely new function. Changing the shape of the wedge can influence the slope and how far something has to be in order to be cut by the wedge. These different functions of changing shape or sharpness of the wedge influence the result rather than just moving it in any direction.
Learning about chaos within unreal engine shows the unpredictability of motion. With a wedge being directly in the middle of a chute that drops watermelons it is a fifty fifty for each direction it could go in a physics sense. With the probability being split between left or right if the wedge is directly in the middle which promotes chaos and unpredictability. Controlling chaos would cause the odds to be uneven since chaos can't be controlled so in order to control the chaos would be to shift the wedge towards whatever side you don't want watermelons going to. With this wedge being present it controls the once unpredictable chaos of the multiple watermelons going over the wedge in whatever bucket that was available.
Experimenting with physics within UE5 can help you think differently about solving real life problems since the physics are controlled and can have a real-life aspect to them. With you being able to change the weight of things and adding physics or mechanics to them. This causes the objects to have real life physics and help the simulation be more seamless. This can help you with real-life problem-solving skills because you can test certain physics over and over again rather than one and done like real life. These ways experimenting with physics in UE5 can help you think differently about problem solving in real life with you being able to run the simulation and change the variables over and over again.
Wheels reduce friction since they apply gravity into motion. With being able to change direction using wheels rather than sliding with limited energy from gravity. Sliding causes more friction than wheels since direct contact is being made with the ground. With wheels reducing friction since they are a buffer and energy efficient compared to sliding. This changes the movement of objects since they're able to go farther since less friction is present and energy is utilized to propel itself forward. This is how wheels reduce friction and movement of an object is changed compared to sliding.
The Lazy Susan's size influenced where the ball ended up since it dictated where the ball went when spun. With the rotation rate of the Susan changing where the ball ended up since the speed the ball travelled contributed where it ended up. The size and rotation rate influenced where the ball ended up since both variables contribute to the speed and direction of the ball. This teaches you about precision within design since such small variables can change where the ball ends up completely. This is how adjusting variables within the experiment taught about precision in level design.
adding sound effects within a Rube Goldberg machine can enhance it since it gives another input for your senses. With you taking in the sight of the level and the keys you touch to interact with the level adding sound can improve it heavily since it incorporates other sense. With adding sound effects, the players experience can improve drastically with sound being a tell of certain things and being able to hear something is working is just as important as seeing something working. Sound effects can make or break what the level gives off with horrile sound effects causing a player to leave the game or a bad review. These are why adding sound effects can improve a game level, player's experience, designer's goals, and Rube Goldberg machine.
It is important to leave a gap between the pulley and the basket so gravity can take place. Since without there being a gap gravity wouldn't being able to pull down the basket since no force is generated. Tough since there is a gap adequate force generated to pull down the basket and bring up the boot to continue the chain reaction. With the main motive in a chain reaction being the transfer of energy it is imperative that adequate force is generated which is why there needs to be a gap between the pulley basket and the other objects. These reasons are why it is important to leave the gap between the basket and other objects.
Changing the rotation or position of the pulley influences the outcome of the machine by changing the inputs. With changing the position of the pulley, it changes the entire direction. Though changing rotation is less drastic of a change it still impacts the direction the reaction is headed. Though changing both can vary the inputs and have more reaction within the Rube Goldberg machine. This is how changing rotation or position of the pulley can influence the outcome of the machine.
If I were to redesign the pulley today, I would change the length. With the length variable being present as a gizmo, I would be able to shorten the length in order for the front of the boot to hit the book. With me being able to shorten and change the length I would be able to put the pulley in better positions so force could be maximized. What I would also change is the amount of string that was present to be let out so longer reactions could take place. These are things I would change if I could redesign the pulley from today for maximum reliability.
Screws are considered simple machines since when nothing else is added within their function it only serves the motion of rotating. The screw changes motion compared to other machines since it rotates and can bring things forward. With other machines not providing his type of motion it separates the screws motion from others. With horizontal rotation turning things within the Rube Goldberg and also being able to bring objects forward. This is why I believe the screw is considered simple machine and changes motion compared to other machines I've used.
When extending a spline ramp, you are able to choose between sharp and precise versus a smooth and more flowing path. The tradeoffs between making the path smooth rather than precise is that it has a less chance of getting caught up on itself. With there being less chance of being caught on itself you can more intricate paths that are longer. Though using a precise path could make it faster to the goal though can give rise to more problems which is the tradeoff for being more direct. These are the trade offs between choosing a smooth path versus a precise one.
The combination of splines, screws, and dominos allows for more creative chain reactions since the difference in how they each transfer energy can make a vast number of combinations. With just screws and dominos being able to create their own Rube Goldberg with the number of combinations available. With the vast number of options being open with only two of three materials it shows the number of combinations available. With combing all three splines, screws, and dominos it creates a broad horizon of possibilities. This is how combining splies, screws, and dominos can allow more creative chain reactions rather them being used separately.
Jhon is my teammate within this Rube Goldberg designing project. The theme of the machine is a carnival game where you must shoot the ball into a bucket located on the wall. The role title I chose was the designer since I'm better at drawing rather than writing. With my handwriting not being the best this role seemed like the right choice. The way me and my partner made sure that both of us understand the whole design is by going through it and over it with me explain what I drew and how it will go within unreal engine. Explaining this in the most linear way possible, through the first part we have a screw that brings up the ball the tube and then we have an inclined plane that will move the ball forward in the direction we aim it. Then there will be a pulley that will bring up the ball after the inclined planes send it flying down which will bring the ball up and hit a book over. Once the book has fallen it will hit on a wedge and then go onto the wheel and axle and spin the ball around then hitting dominoes right after. Once the dominoes fall the last domino will fall in the pulley machine releasing the item inside of it. Then whatever is inside the pulley machine will have enough force to knock down the book landing on to the lever and sending whatever is on the end of the lever flying in the air and landing into one of the buckets that will then shoot a particle effect. This consists of multiple non machinery items helping our carnival shot consisting of the book at the start, the book at the end, and the buckets at the end even though in some activities it was included inside of the assignments. Everything seems to connect together really well and has reasonable items in their place as the book placement seems reasonably convenient in sorts of the 12 needed steps.
Graphics and visuals within games can have an astounding influence on game play. With levels having great graphics it can level a lasting impact on how people see your game. With visuals within your level be able to portray the theme of your game fluidly. Keeping graphics in mind when designing specific levels can truly shape how your game in seen by its players. Showing expertise within your level designs can make or break your game and how it is viewed. With aspects in your game making such a big difference keeping them in mind is imperative for your game to thrive.
Simple mechanics can lead to complex gameplay since the steps to use each machine multiply within each other. With using the steps to complete one simple machine though it must fit the requirements of the simple machine that is next within the sequence. Examples are the simple things that make up Lego Fortnite's playthrough with gathering resources, constructing Lego bricks, and utilizing workstations. These simple mechanics can lead for many playstyles within playthroughs since the different outplays multiply upon each other which makes it have very complex playstyles. It's useful to understand game mechanics when analyzing or reviewing a game because without knowing the mechanics of a game you're reviewing you could misunderstand completely what theme or idea the game is pushing. Having this knowledge helps explain what works within Lego Fortnite since at a glance the playthroughs make no sense and someone wouldn't understand what was going on if they were to see the playthroughs and decision making. These reasons are why understanding and playing a game before reviewing it is crucial.
Mood within a game can make or break the player base. With different moods within game having different player bases and themes given off. With a scary atmosphere or mood within a game the theme given off is horror which can attract a great deal of players who find that genre theme entertaining. Mood and atmosphere of a game is so important since a game could be horrible though people would still hit play just because of the atmosphere that is given when playing. Since mood and atmosphere is what causes players to hit play it should always be kept in mind.
Game mechanics is different from mood and atmosphere since mood and atmosphere is the theme or main idea of a game while the mechanics determine the playthrough. Game mechanics can also make or break a game since if the controls are very confusing it can make playing the game hard. Confusing controls draws its own player base of people who want a challenge when playing certain games. With this player base being attracted the mood and atmosphere could either draw them in more or push them away from the game. These reason are how mood and atmosphere is different from the actual mechanics within a game.
Within fairness there is one subject that shines through the others which is Player Behavior & Cheating. This leads the debate in fairness since if a player chooses to use a strategy that gives them advantage that isn't using cheats is it considered fair since it isn't against the rules? With this paradox it leaves many loopholes open since the line between unfair advantages and cheating is thin. With majority of cheating being about abusing the already unfair advantages while also giving yourself another advantage that is unbeknownst to the game. Though with the question about fairness in certain strategies used by some people that can be fixed as long as the game developers see the unfair advantage a certain strategy is giving players. With the game developers seeing the advantage they're able to release balance changes that can nerf the unfair strategy which balances out the game for everyone involved. These reasons are why Player Behavior & Cheating leads the debate in fairness.
Navigating and exploring the first level using mouse and keyboard is by using inputs on the keyboard and moving your camera with the mouse. These ways of navigating the scene are essential when playing through. This allows you to observe the available assets within the workspace with being able to click, drag, and open different things within the scene. Using both of these tools helps with exploring the first level. Utilizing assets to manipulate the scene can be input into the scene using the mouse to input it into the scene.
The difference between a Static Mesh and a Blueprint in the content drawer is that static meshes have no logic attached and the player can't interact with them while blueprints the player can interact with and have logic. Static meshes are used within this project as objects the player can't manipulate. Example of a static mesh within the project is the floating islands with there being no gravity and no way the player can change what they do. Blueprints are used within the level as objects that can be manipulated. Example of a blueprint within the project is a ball you can roll that is behind you within the map.
Interactive elements shown within the level are the w, a, s, d keys for controls and collision with objects along with gravity. These components contribute to gameplay by allowing movement and interaction with the world. Without the wasd controls there would be no way to move within the game. Collision with objects is crucial to the level since it allows the player to interact with objects in the scene. With gravity it holds the player down so jumps can be calculated along with objects staying grounded instead of floating everywhere.
In order to navigate to the correct map, you must go through the content drawer and click on maps and choose the right map. The name of the level I will be editing is "HOC" world. With being able to navigate the content drawer it allows for exploration of all the maps. Keeping maps in order is imperative since adding to a map that is for a later project can set back the building process. This is how to navigate the content drawer and being able to open the correct map for building your game.
Being unable to continue the level since there is no collision. The reason having no collision fully stops the player from continuing the level l is because the only way to get out has no way of being gotten too. Adding collision would enable the player to complete the level since they would have a place holder to walk on. Though the object will need to be multiplied further until the end of the corridor is reached. These are the obstacles that will be overcome within the next lesson in order to enable the player to get across.
It is imperative for collision objects since without them you would be able to walk through everything. Being able to walk through everything in the scene as a player would reduce any remote value the game has. With no way of anything being able to get done the game becomes a log on and log off since there is nothing to complete. The computer can't use the static meshes to handle collisions since the computer must be told how to. The computer already knows how to make the static meshes to handle collisions though it can't assume if you want the static mesh to handle collisions or not.
The hardest part to understand about collision detection is checking to see if everything within your level has a collision outline. With checking for collision outlines being a tedious task it can become a problem fast if left unchecked. Without paying attention to what has collision or not there is a chance you're able to build a level with the player not being able to interact with anything. This emphasizes checking parameters within your level and checking to make sure everything is in place. This was the hardest part to understand about collision detection
Creating player immersion in a level is imperative to keep the player within the game. Immersion is important for many reasons from keeping the game in play cycle or a player leaving a horrid review. Keeping a player immersed should be kept in mind at all times since it causes them to go deeper within the game and storyline. This showcases all the work that has been done within the game. I believe that having island with different size, rocks, shape, and movement speed if they move is important.
The most challenging part when creating the animations for moving islands when navigating all the stop and start buttons within the sequencer. Navigating the sequencer is a skill that must be kept. Since when working with animating the sequencer is the platform you're going to have to work through. With my problem only being looking through all the start and stop buttons it is an easy fix. This is the most challenging thing I found when creating animations for the moving island.
If I had more time to work on the animations, I would have the islands move in different patterns. Instead of all three islands move in the same order I would add different trick islands that would take you to a harm player entity. With these new trick islands added it would add depth to the level. Since the player would have to figure out a new puzzle while already on a parkour outlet. This is what I would add in order to make the animations be more interesting.
Power ups that I would like to add to my game is speed boosts. The addition of speed boost would be to jump farther rather than higher. This power would be used to help players across a chasm or a broken bridge. More renditions of a speed boost is a speed power up that will stay and increase the player's overall movement speed. This would be a stationary buff that is gotten rather than having a large speed boost for a set amount of time.
What surprised me most when comparing two professional reviews of the same game was the difference in focus within the reviews. With one review being focused on the lawsuits being raised. While the other review was detesting the accessibility for quality games for patrons on mobile. With such large disparity it showed where the reviewer's thoughts of the game stood. These focuses within the reviews surprised me the most when comparing the two.
Reviewing two different opinions can help you become a better game reviewer since it shows you what to look out for within games you're reviewing. Though reviewing two different opinions can help you become a better designer yourself also. Since it can let you know what to avoid when designing your game. Making sure to notice what problems the reviews are pointing out within the game and keeping those points in mind when designing your game. Noticing these points when designing your own level can help you in the mind of future reviewers since you are avoiding adding certain things that have been pointed out in reviews before your game.
I believe players can find it satisfying to collect things like coins since it adds another aspect to the game with sounds and the allure of a reward. With implementing coins within the game it gives a new outlook within the game. With players being able to use the coins in a game shop to buy accessories or permanent stat boosts. With players being able to utilize coins it add more depth within the game and gives the players something more to do when completing levels. Since now that there is a reward tied to getting coins they will try to find all of them within each level that is completed.
Ways to improve the level to make it even more satisfying to collect coins is make some more leisurely jumps instead of every jump being nerve racking. Since the aspect of hard and easy tasks can decide whether a player goes a certain route or not. Though if the incentive is coins the player might try and go for the harder jump since they know there is a save point. Giving players the choice between certain routes and coin routes can change how the game will be played giving the game a risk and reward system. This will keep player enganged and find the most suitable route for completing a level depending on what their goal is.
We store the information about having the key in the game mode instead of the door since the door has certain properties that already check if the player has the key. The reason the information isn't stored inside of the player is because the player already has different properties of movement. With that if the code was inside the player the player would always have the key instead of having to find it within the level. The reason for storing the code in the game mode is because it allows for the key to be picked up and despawn rather than always having the key. This is why we store the information about having the key in the game mode.
The hardest part to understand when building the key and connecting it to the door was all the different nodes that had to be input. With many different nodes and tabs it become somewhat difficult to keep up at certain parts. Witnessing this made me realize how it was imperative to keep a clean docking place. With nodes pilling up deleting unnecessary ones became fast paced. Since if you attached the output to the wrong node it could befuddle the compiling and result in catastrophe. These were the hardest part to understand when building the key and connecting it to the door.
It's better practice to keep the logic for updating the timer inside the HUD instead of directly in the game mode because the logic is already present within the HUD. So it becomes pointless in changing where the logic operates if it is already within the HUD. Along with this if the logic was put into the game mode it wouldn't already have the format to display as if it was in the HUD. Keeping this practice negates over working and adding unnecessary things within the game mode. This is why it is better practice to keep the logic for updating the timer inside the HUD rather than in the Game Mode.
Challenges I faced when creating a new event from scratch within he HUD was anchoring it to the border along with making sure the correct nodes were connected. How I overcame the challenge of anchoring the event to the border was by searching the viewport for the anchor button. This allowed me to choose which place the event the fit best within the HUD. Overcoming making sure the correct nodes were connected was typing in the correct node and making sure every output became an input for other nodes needed. These are the challenges I faced when making a new event from scratch.
I learned that data is passed between blueprints and widgets through hierarchies. With the hierarchy starting with a main function and it beginning to branch off into other nodes. These nodes they are being connected to progress the main function into smaller more detailed functions. Though when connecting these nodes knowing what to input plays a large role since some things have the same name with small differences only. This is what I learned about how data passes between blueprints and widgets.
It is helpful to organize blueprint code using nodes like "sequence" and reroute pins since it cleans up the workspace. Keeping a clean workspace can negate errors while working. Since if your workspace it messy it could result in plugging something in wrong within the hierarchy. Reroute pins can section off parts that are messy in the workplace and letting the plug in change where it is going. Utilizing both "sequence" nodes and reroute pins can aid in cleaning the window you're working in.
My hero's lore connects to the new world I will build in Unit 5 with him being exiled from the desert valley. With him being exiled form the valley him coming back will show boldness and being at one wit himself. He will be at one with himself since the reason he was exiled was since he didn't want to go through a ritual that was his "destiny" and he was banished because he didn't go through with it. Though him coming back will definitely be a twist since he is supposedly banished from his village in the valley. This is how my hero's lore connects to the world I will build in Unit 5.
I don't need to change my hero in anyway based on what I know about the valley. I'm going to keep my hero that same though I'm going to change the story since the valley doesn't fit the dusty landscape depicted in his childhood. I'm going to have my character adapt to the new valley that now has grass and foliage. The story is going to change into one that tragedy struck and swept away all his people and transformed the landscape of the valley that caused trees to grow in the once desert valley. This is how I'm going to adapt my hero to the new valley and start the story over from there.
The idea that is going to influence my world design the most in Unit 5 is mood and fairness. The reason these two will influence me the most when world designing is because I want my level to give off a certain mood. With it giving off a breath of fresh air from the parkour heavy world. The reason fairness will impact world design also is because I want the game to be fair to all people since in the first level it wasn't at the top of my list and I made some jumps that would take a little while to get the hang of fully. This is how mood and fairness will influence my world design most in Unit 5.
New, Bold, Mission
Experimenting with lighting helped me understand the importance of atmosphere in a game world with the direction of the sun meaning a great deal. With the direction of the sun depicting what time of day it is how fast it will be night and just gives off majority of the mood within the game world. Keeping this in mind when experimenting where I wanted the sun to go. This helped me since now I knew how big of a role that atmosphere changing within the game world meant. This is how experimenting with lighting helped me understand the importance of atmosphere in a game world.
Lumen is such a game changer compared to baked lighting. Since if you move an object within baked lighting it will need to be fully re-rendered causing the game to slow down heavily. Though with lumen it does quick changes using neat tricks that take a great deal of pressure off the computer. Within lumen anytime you move an object that has a light source shining on it in real time you can see how the light changes within the scene. This is what truly causes lumen to be a real game changer.
Problems that could arise if the level didn't have the correct game mode are players wondering why they are stuck in spectator and them being unable to play the game. These problems would be very detrimental to the playing of the game since verbatim it is unplayable. With these problems being unchecked players would load into the game and wonder why there is nothing they can interact with. Subsequently this would cause the players to leave the game wondering why. Though solution for this implicating the correct game mode which would be third person.
The sculpting tool I found the most useful for shaping the world I made today was the sculpting and smoothing tool. The reason the sculpting tool was the most useful was because it allowed me to make the map how I saw fit with it also allowing for me to dip into the world. The sculpting tool continued throughout the world building to let me shape the world whether it be mountains, hills or lakes. The second most useful tool being the smoothing tool. This tool let me clean up the jagged edges of anything I built within the world giving it a smooth and linear look.
Challenges I faced when trying to make my landscape look realistic was when building the ramp and lake. The ramp was a challenge since I had to integrate it within the world without make it stick out like a sore thumb. The tool that allowed me to clean up the implicated ramp was the smoothing tool which allowed me to integrate the ramp as if it was natural within the world. With building the lake I had to figure out how to dig into the world and get rid of jagged edges. The tool that helped me create the lake was the sculpting tool by holding down shift it allowed me to dig into the world deep enough to make the lake I desired. Getting rid of the jagged edges in the lake I was able to use the smoothing tool which evened out the landscape if I went too deep or too shallow in certain parts of my lake.
The use of reference images could improve the realism of your world since it would resemble a scene that you would see in the real world. With this the realism overall would be enhanced within the world since it can be tied back to a real world occurrence. Though it depends how common the reference image is within the world. Since if you're building a grass land there isn't truly a need for a visual reference when building. Using reference images can help your world building skills as a whole. Considering this you can have inferences engrained into your mind that allow you to come back and remember how to build certain landscapes.
The parts of the reference image that were the easiest to recreate in my landscape was the mountains and the pattern of the map. The reason these were the easiest parts to create is because all I needed to do was look at the picture and click the sculpt tool. With this being not much of a task it came down to how I wanted the mountains to look. Keeping in mind how I wanted to manipulate the mountains after the borders were in place was the second step after recreating the reference image. Since if I made the mountains too jagged and tall it would look out of place within the map. This is what led me to keep a smooth look on the mountains and not making them too tall and out of place.
The areas that were the most challenging were the lake and the integration of a natural ramp in the landscape. The challenge with building the lake was figuring out how deep I wanted the water to be and if I wanted protruding sharp rocks. I approached this task with an open mind and the thought of bringing it to life first and then making it look good. Keeping this mindset for the ramp integration I first decided the length of the ramp and what angle I wanted it to be and where I wanted it to begin. Making the ramp look as if it was natural was a task that I accomplished by utilizing the smoothing tool. The smoothing tool allowed me to make it seem like a smooth transition from mountain to ramp causing it to look as if it was a natural occurrence.
If I could improve one part of my terrain I would improve the mountain structure. The reason I would change this is because the map makes sense for a game where you have to explore the world though I feel like the world could definitely be more complex rather than a spiral formation of sorts. Though the spiral map formation makes sense for the level that going to be created. I believe that more complexity in the world building would be exciting to create. This is the one part I would improve within the terrain since the main formation doesn't give that much complexity in building though this is an opinion before adding buildings and towns within the map.
Painting with layers changed the look of my world by adding depth within it. With layers being present it allowed for different textures to be present within the same level. If there weren't layers present within the level I would be unable to paint or decorate the landscape. With the addition of layers I was able to do this and keep the painting within my world vibrant and cleanly. This is how painting with layers changed the look of my world.
Choices I made when adding grass and gravel was depending on where I was painting in the level. With me adding grass throughout the map and being able to decorate it as if it was a grassland. Adding the gravel within the map on top of the mountains and at the bottom of the lake was to add realism. The reason I added both of these when painting is because it made sense since I was going for a realism look within my level. These are the choices I made when adding grass and gravel within my level.
Adding water influenced the atmosphere of of my landscape by adding another layer of depth in the level. With the addition of water it showed a different part to the map and allowed for more out playability. Adding water let there be a different way to play the game that wasn't there before. With water being in the level it gives opportunity to edit it later down the line and add more physics to it so the player can interact with it. This is how adding water affected the atmosphere of my landscape.
I used natural barriers and paths to guide the player throughout my world since it was easy before. Being able to use natural barriers to block off areas that don't need to be seen yet within the story . Using natural barriers causing the blockage to look normal with nothing looking out of place. Using this skill when building scenery on a path between checkpoints. This is how I used natural barriers and paths to guide the player through my world.
Choices I made to my my checkpoints unique was the scenery I added with certain plants alternating within the world in parts. These choices mainly decided where my checkpoints would be in turn making them unique in the way I decided to build them. I also changed around certain items in the setup of each table checkpoint. With different changes alternating within the world it shows the depth of decision with each part of the map. These are the choices I made to make my checkpoints unique.
Checkpoints change the way players experience my level since they follow you throughout the world and save time with you not needing to start at the beginning every time you die. With the checkpoints being at important parts within the story. With it giving you a break and a chance to save your progress after dealing within a prominent obstacle. Checkpoints are crucial with them relieving some of the pressure when playing the game since you know all your progress won't be gone after you die. This is how checkpoints change the way players experience my level.
The foliage settings that made the biggest difference in realism for my world was the density and the distance in between each instance. Utilizing both of these settings made it easy to show big differences in realism. With distance between each instance being able to show that there is natural space between foliage instead of everything being clumped up which isn't natural. Along with this using the density setting also made a huge difference in realism for my world. With density being varied depending on what type of foliage with the density of grass being more tight rather than the density of trees. These are the foliage settings that made the biggest difference in realism for my world.
Adding vegetation changed the atmosphere of my level by adding depth. The depth that was added wasn't just because objects were being added within the level. It influenced how the world was seen with it giving character and change within the world. With the vegetation changing after each obstacle and during each checkpoint different scenery is seen rather than repeating vegetation and repeating tents and benches. This is how adding vegetation changed the atmosphere of my level.
You are able to use forests and fields not just as decoration but to shape gameplay and exploration within you world with the forest being able to guide the player within the world with them being able to see the path and following it because of the forest. Since if there was just a path there would be no depth and no reason to continue of the path since nothing is being enticed. The same works from fields with a change in scenery. It can change how the path is seen with a path with great amounts of field decoration it shows the difference between parts of the world. This is how you can use forest and fields not just as decoration but to shape gameplay and exploration.
The choices I made to design my castle's exterior was thinking about how it would look coming in. Keeping this in mind when building the castle I implicated designs in the walls. With alternating windows lining the wall to let in different amounts of light. With there being many ways to design my castle I kept to a simplistic design on the exterior. These are the choices I made when designing my castle's exterior.
I organied my assets to keep the build manageable by organizing each part into folders. With the folders being each wall, tower, roof, stair, and floorboard. I used different levels of folders with me putting every folder under the castle folder since everything being built was for the castle. With everything being in one place it made it easy for me to keep my workspace tidy and organized while building. This is how I organized my assets to keep the build manageable.
The atmosphere I want players to feel when they reach the castle interior is that they have finally made it and reached their goal. With them venturing throughout the world I built and completing different challenges. Them walking into the final corridor will give a sense of relief since they're able to look back on the journey they have completed. With me wanting to give off this atmosphere when players reach the castle interior I made the interior have curving and intertwining staircases that meet at the top where the end goal is. This is how I portrayed the atmosphere while building the castle interior.
Adding lighting changed the feeling of my castle as it gave characteristics to the room. With the light coming from fire, it adds depth to the room with the shadows consuming some of the room. With the shadows creating a backdrop the addition of light in fire form it made the room look livelier. With fire representing destruction and rebirth, it adds depth to the room. This is how adding lighting changed the feeling of my castle.
The choices I made to balance mood and visibility was the incorporation of fire to add visibility. With the fire granting limited visibility within the room it gave me more room to balance mood. With there being so much open space left I was able to add more light sources to further illuminate the room. Using this space I balanced the mood by adding a counter light to shine over the end goal. Having this counter light shine at the end goal is helped me balance mood by giving a different aspect while also adding visibility further balancing the two.
Light can be used as both decoration and a gameplay tool in various ways with it being able to illuminate a space or be used in portable form such as a flash light. These out plays of the usage of light shows the depth that it can be used as both decoration and a gameplay tool. With majority of games using light as decoration in the levels used to illuminate the space it is present. Though in some games light is used as a gameplay tool where it can be used to stop or harm enemies. Which shows how versatile light can be. This is how light can be used as both decoration and a gameplay tool.
The addition of flickering light within the castle hanged the feeling by making it more realistic. This compared to static light is a breath of fresh air. With static light being plain with no realism being offered unless it is used as a simple light. Though flickering light adds realism within the castle since it is used to example fires within the castle. With each flickering light having its own timing on flickering and how much it flickers this adds heavy realism when being used in a fire for example the fires inside the castle.
I believe it's important to add variation between different light sources since it makes it so there isn't too much repeating within an environment. Since if the same light is used over and over within an area it becomes repetitive and shows no depth. Though adding multiple light sources along with variation between them shows depth within a level. Since having variation between light sources displays depth within a level since each light source has different inputs to create it. This is why I think it's important to add variation between different light sources.
If I wanted to push the atmosphere further, I could use dynamic shadows throughout the entire world. With each area within the world having different amounts of light present. This adds more variables in the map since visibility comes into play a great deal when completing tasks. Along with this I could also use dynamic shadows for certain missions within the world for example I could use dynamic shadows for when the player is trying to find the door key. I could make it so the key can only be found within shadows at a certain time or point within the game. This is what I would do if I wanted to push the atmosphere further.
Details I added to make my village feel lived in was haybales along with wagons and wells. These additions gave more depth within the village with it giving the illusion that these things supported life in the village. With the haybales and wagon giving off the sense that the person who would live in this house occupies their time with labor which is what they probably make a living off of. The well is in place so there is a way to get water which is imperative to survival so it made it a very easy choice to add it within the village. These are details I added within my village to make it feel lived in.
Coins and gems may influence the way players might explore my level since the paths are decorated with coins to guide the player throughout the village. Though the players have a chocie to not follow the coin path and be rewarded. With there being gems scattered throughout the forest if the player chooses to not follow the coin path fully. With the key also being hidden within the map I used the coin path to lead the player away from where it is hidden and the scattered gems to trick the player into thinking they're close. This is how I used gems and coins to influence the way players may explore my level.
Creativity and variety within the world can make it unique with there being different ways to apply your creativity in the world. With it being able to stem into the actual character you create within your world. With being able to alter the code of the character and the viewpoint the player sees from. With the player's viewpoint being impacted with every change that is made within the world deepens the point that creativity can make the world unique. This is how creativity and variety can make the player world unique.
Certain things that causes a player to want to stop and look closely at a game environment is if it is complex in visuals and seems detailed. Using this to advantage when creating the game environment various details can be added for the player to stop and intrigue about when venturing. Along with this creative and new environment can also make a player want to stop and look closely at a game environment. With a new take on foliage the player will want to explore more and see new things within a forest or city just based off little things present in the world. This is what makes a player want to stop and look closely at a game environment.
Props and buildings can help tell a story without words since the way they look can tell a separate story. For example a run down building in a town tells a story like no other and lets a person think about what could've happen when the building wasn't abandoned and neglected. There are various ways for props and buildings to tell stories and it is in the appearance of them. With changing the appearance of buildings and props within the world it can change the story that is perceived. This is how props and buildings can help tell a story through perception and without words.
My current world design supports these kinds of challenges shown in the video nicely. With there already being a path present in my world and all that needs to be added is the addition of the challenges in the video. With my world already being made majority without the challenges it makes it a smooth transition between what I had already made and the addition of the challenges. Creating the world fully without the challenges was the best choice with there being a chance to expand. This is how well my current world design supports the kinds of challenges shown in the video.
Changes or adjustments I might need to make to my design to prepare for these challenges is bringing light into the world so I can build these challenges correctly. With this being the only major change I would have to make to my world to prepare for these challenges. It shows that the world I had created already was ready for the addition of challenges with there being no need to make large changes in the world. These are the changes and adjustments that I might need to make to my design to prepare for these challenges.
The challenges I add in this unit should match the mood of my level 2 world smoothly with them only being additions instead of having the challenges run the entire world. With the challenges being input into the world they should only add more depth to the world that I have already built in level 2 and shouldn't seem like the entire game is based on the challenges added. Instead it should seem like the challenges are only additions within a world that was already built.
The addition of ragdoll physics changed the feeling of failure in my game by adding more depth to the death process instead of instantly respawning. With the ragdoll physics the player is able to witness what had killed them and gives them a tad bit of time to analyze what had happened. With the player being able to now see what they died to they won't be inclined to make the same mistake. Along with this it also shows a death process and adds more reason to no die with there being time lost. This i show adding ragdoll physics changed the feeling of failure in my game.
Adjustments I would make to the sweeper arm to balance difficulty would be to decreasing the rotation rate. With the decrease in rotation rate it would cause the sweeper arm to turn more slowly which would in turn balance difficulty. Though I chose to make the sweeper arm faster since I want the player to be agile off the start. Though with there also being a chance players are able to take in what they are experiencing there isn't a sweeper arm that truly impacts them at the start. The sweeper arms only impact the players playstyle once they get close to the path to the other side. These are the adjustments I made to the sweeper arm to balance difficulty.
This first obstacle set the tone for the rest of the challenges with it being a tad difficult though it can be seen that it could become harder down the line. With certain challenges being higher stake than others with some obstacles being able to block checkpoints. This first obstacle sets the tone nicely for the player to see that there will be more challenges to come. With it already introducing that it won't be a leisure game that the player will just be able to frolick through. This is how the first obstacle sets the tone for the rest of the challenges.
Adding pendulums changed the feeling of the sweeper arm challenge by making it seem like a start and more simple challenge versus a larger challenge that is truly blocking the player from continuing. With the pendulums covering a larger area it makes them harder to avoid rather them the sweeper arm where there is a small chance to jump over them with meticulous movements. Along with this having both sweeper arms and pendulums within the starting path it increases the difficulty of crossing to the other side greatly. This is how adding pendulums change the feeling of the sweeper arm challenge.
I didn't make any adjustments to make balance challenge and frustration since I already built the world and the challenges are only additions. Within my world it was already featured since there is a checkpoint halfway through crossing the path. With this checkpoint already being there since the path I already created was troublesome enough without the addition of challenges in the world. This is how I had already created my world before challenges showing that adding challenges is smoother than basing the world around challenges. These are the adjustments I made to balance challenge and frustration.
Polishing the environment changes how players experience the challenge with them being able to see past the challenge and seeing the world they are about to experience upon completion. With the polishing of the environment the player is more inclined to complete the challenge since this is only the start of the world they are soon to experience. Though adding too much challenge would cause some players to hate the game or love it with different players liking different amounts of challenge with playing games. Which is why it is important to polish the environment so the player has something to look forward to while finishing the challenge. This is how polishing the environment changes how players experience the challenge.
The size and speed of the boulder influences how dangerous it feels since the larger the boulder is the bigger the sense of danger. With speed also playing a factor with a fast boulder coming forth the player would be more inclined to dodge. In order to not take damage from the imminent danger coming. With larger objects giving off a bigger sense of danger the same goes for a fast object coming towards oneself. This is how size and speed of the boulder influence how dangerous it feels.
I balanced safe zones and danger zones in my boulder hill design by forcing the player to go into danger though adding safe zones so the player still has a chance to climb the hill. With there being checkpoints within some of the safe zones so the player doesn't have to continuously start from the bottom of the hill. With the boulders coming down the hill faster and faster I made sure to account for this with the safe zones being scattered up the hill. Though the player is forced to go fully into the danger zone since that is the only way to progress up the hill. This is how I balanced safe zones and danger zones in my boulder hill design.
I changed my boulder hill to improve fairness after playtesting by decreasing some of the hitboxes on the ramps for the boulders. With the boulders belting down the hill fast they hit the ramps to promote their speed. Though while the player is scaling the hill they are unable to jump over the ramp since the hitbox is augmented and too high so it becomes an unpassable obstacle. This is why I had to scale down the ramp so it will still speed up the boulder coming down the hill though letting it be permissible by the player scaling the hill. These are the changes I made to my boulder hill to improve fairness after playtesting.
The boulder hill hazard feels different from the sweeper arm challenge since it adds a different element of size with larger moving hitboxes with movement that isn't planned out. With the randomness in the speed and direction of the boulders it gives a new aspect of challenge since the player must try and predict where the boulder will go before moving forward. Though with the sweeper arm the player is able to pass through with less challenge since there is no need to question where the arm will move. Rather than having to predict a larger moving hitbox with a random direction and tighter path. This is how the boulder hill hazard feels different from the sweeper arm challenge.
Adding destruction effects changed the feel of the boulder hill challenge by adding another level to visual effects. Rather than the boulder instantly disappearing when hitting the brick wall it crumbles into a dust cloud and particles. With the fracturing and dust cloud of the boulder it gives a more realism to the crashing into the wall. Since in real life when boulders hit walls they don't disappear into thin air and never be seen again. This is how adding destruction effects change the feel of the boulder hill challenge.
Choices I made in my particle system was larger crumble particles, large dust cloud, and a long play time. With these components it would make the sight look real with the dust cloud being large and semi-transparent it seem like it correlates perfectly with the scene. The crumble particles being large since when a large boulder fractures it will burst into smaller pieces which was my drive for the size of the crumble particles. Along with this the longer play time is to show the dust cloud dissipating into the air and to show the fracturing crumble pieces fall onto the ground. These are the choices I made while making my particle system.
Visual effects can help communicate gameplay information to the player with the visuals giving a sense of how the game will progress. With certain visual effects that inlfuence a player it can tell how the game will go. For example if a player sees an obstacle within their way on a path they will realize that there will probably be more obstacles on their path in the future. With there being certain signs players recieve while playing that allude to what the rest of the game will look like with obstacles and paths being tale tell signs. These are how visual effects can help comminucate gampeplay information to the player.
4.13.26
The timed element makes this challenge feel different from sweeper arm and boulder hill with there being a goal given from the start. With boulder hill having a similar goal which is going up the hill. Though The timed gate forces you to cross the various obstacles within the village. Which causes it to be a harder task since it contains sweeper arms pendulums and various other dangerous things. This is how the timed element makes this challenge feel different from sweeper arm and boulder hill.
Adjustments I would make to the open duration to balance difficulty is lengthening the duration the door is open. Since if the open duration is too low it would be impossible for the player to cross the village given the time frame. This is why I would lengthen the open duration so the player is actually able to get through the village. Rather than being stuck being unable to cross the village in enough time. These are the adjustments I would make to the open duration to balance difficulty.
Timing based obstacles can increase tension without feeling unfair by decreasing the amount of time available as a whole. With obstacles that require time to get an opening to pass would increase the tension heavily. Though with this being present the obstacles can't take per say ten seconds to past one obstacle. Getting to that point makes the entire obstacle unfair since it decreases the players time so much for no reward. This is how timing based obstacles increase tension without feeling unfair.
4.13.26
I decided which props and obstacles to use in my village course by what I have used in past to create obstacles along with some new variations. The new variation that i created while creating the village are spikes that kill the player as a way to block off ways that could be used to avoid going through the village. Besides the new creation I used various pendulums and sweeper arms to block and make paths harder. With penudlums and sweeper arms being time based obstacles they put tension and stress on the player. Along with this there are no checkpoints within the village besides at the start so the player doesn't have to keep walking back and forth after dying. This how I decided which props and obstacles to use in my village course.
Changes I made to balance the gate duration with the path length was going through the the path myself and seeing how long it takes me. With me playtesting the obstacles I placed throughout the village I'm able to get a decent reading on roughly how much time it would take to get through the village. Taking into account the past experience a player may have. With me taking various routes and strategies that could be used when trying to pass the village I can use the average amount of time it takes for me to cross which would create a fair and balance open time. These are the changes I made to balance the gate duration with the path length.
The "escape before the gate shuts" mechanic creates a different kind of tension than previous challenges since the game doesn't wait for you. With other challenges in the past the game would wait until the player is ready to move forward though now with the "escape before the gate shuts" mechanic the player has no time to waste. Now they have to depend on how fast they can complete the obstacle rather than the game waiting for the player to move forward. With there being various time based obstacles the player must be able to past within the time frame it creates tension and gives the player a different feeling when completing the obstacles. This is how "escape before the gate shuts" mechanic creates a different type of tension than the previous challenges.
Ranged attacks changed how I test my level compared to the previous challenges since it is a difference in what i'm testing. With ranged attacks being tested by if they are able to aim at you and hit their shot. With the attacks only hitting when the player stands still. This causes the enemy tower to be easy to avoid this must be fixed in the future. This is how ranged attacks changed how I tested my level compared to the previous challenges.
Adjustments I might make to my tower's sensing distance is increasing the sensing to the tower has a chance to actually hit the player. With a larger sensing distance the player could get caught off guard and gives a chance for the tower to actually hit the player rather than never hitting the player. Increasing fire rate is also a way to help the tower to hit the player. Since with multiple shots coming out the guard has a way higher chance at hitting the player even when their running. These area adjustments I might make to the tower's sensing distance or fire rate.
Adding a visible enemy in the tower makes the mechanic more immersive since actually seeing something throwing the potion makes more sense than them just spawning and following the player. With the visible enemy making more sense rather than magic potions spawning that can kill the player in an instant would make no sense. The actual sight of seeing an enemy shoot at you makes the player more cautious about what step they take. Which in turn makes the entire scene more immersive. This is why adding a visible enemy in the tower makes the mechanic more immersive.
Changing the projectile speed influences the predicted aim point with it being more on target of the player or more off target. With the speed of the projectile dictating how fast it will come at the player which will cause the player to take back steps preemptively. This decreases the players dodge options since they have to worry about walking forward too fast since the projectile will come out faster. With the player's dodge options heavily decreased it would impact the fairness at some point of crossing the path. This is how changing projectile speed affect the predicted aim point and the player's dodge options.
The values I would tweak first is z offset to make the towers feel fair but challenging. The reason I would choose to alter z offset is because it can both help the enemy hit the player easier make it look like the enemy is actually throwing the potion. With z offset causing the enemy to aim higher which would make it look like the enemy is throwing it since it wouldn't be aiming at the players feet only. Along with this the z offset would make it easier to hit the enemy since if it aims higher it will probably hit the player rather than aiming lower and hitting the ground next to the player. This is why the value I would tweak first to make towers feel fair but challenging is z offset.
You turned gravity on for projectiles the parts of today's prediction approach would need to be changed is the addition of gravity into the equation. With gravity being a prominent variable in the physics of projectile throwing. With the addition of gravity as a variable in the equation it would make the entire equation more complex to calculate within unreal engine. This is why adding gravity on projectiles is a hard task since it makes the entire equation more complex since gravity is constantly pulling. This is what parts of today's prediction approach would need to be change if gravity was turned on for projectiles.
The per-tower variable TimeBetweenThrows had the biggest impact on fairness. With the time between throws dictating if the tower is a mini gun or a bad try at throwing. With the time between throws being faster it impacts fairness heavily since the projectiles kill the player in one touch. So with them being thrown very fast it can impact the fairness since the player may not even be able to complete the level. This is how TimeBetweenThrows had the biggest impact on fairness.
Advantages that OnComponentHit provided over overlap events for fast projectiles is that it will now have collision with objects. With collision with objects and sensing it will now have the tower stop shooting. Rather than overlap continually shooting the player after death. With new sensing being in place it allows for OnComponentHit to know where the player has died or not. These are advantages OncComponentHit provides over overlap events for fast projectiles.
Explosion VFX changes the player readability by letting the player know where the potion landed and if they got hit. With the VFX being somewhat large so the player can tell where the potions are being shot from. With the blue explosions being tell tale where they are coming from. Ways I would iterate the timing, color, and scale to improve the readability further is to make the explosions larger with a lighter color and longer lifetime. This is how explosion VFX changes the player readability and how I would iterate the timing, color, and scale to improve it.
Overlapping sight cones create the right kind of tension since there is a chance for the player to get shot at by multiple towers. The overlapping sight cones became unfair when both of the towers has a very fast throw speed. With two towers shooting at you fast there is no way you move forward. With each tower predicting your next move having multiple locked on it will become almost impossible to pass. This is where overlapping sight cones create the right king of tensions and where it became unfair.
Props and blockers that most effectively guided the player along the intended route were gems along with short wooden walls. With the gems providing a reliable light sources they can guide the player throughout the world. With the short wooden walls it gives the player a chance to rest along with being able to see with towers are shooting at them. Combining both of these the player can be lead through the path along with being led to safe points. Along with this the safe points feature checkpoints so the player doesn't have to continually restart the entire path over. These are the props and blockers that most effectively guided the players along the intended route.
After play testing the single adjustment that most improved fairness without killing challenge was cover placement. With the placement of covers making or breaking challenge. Over placement of the covers would result in no challenge. Though under placement would result in too much challenge and no fairness for the player completing the path. This is why cover placement was so crucial in being able to complete the challenge. This is why after play testing the single adjustment that most improved fairness without killing challenge was cover placement.
The area I chose to expand and decorate was the guarded marketplace. The reason for extending this part of the map was because I liked the amount of outplay ability that is present when trying to avoid potions being thrown. Along with this I liked the VFX and properties that tied into the potions being thrown. With this sparking my interest when asked to extend an area. I decorated the area will foliage and obstacles that would pose a struggle along with the potion throwing imps. This is the area I chose to expand and decorate within my world.
My changes influence the way players expereince the challenges since it brings a calliber of difficulty that requires prior experience. With certain challenges present being harder than others it forces the player to adapt and strive to continue through the challenges. The challenges in the world start from easiest to hardest difficulty. The reason for starting the world with the easiest challenges first is so the player can get a feel for the world before being dropped into the deep end. With this being the case it also increased my drive to expand the gaurded market place since it is the final challenge so it has to be the hardest by far. This is how my changes affect the way players experience the challenges.
I balance decoration with gameplay so the player doesn't get lost or distracted by using gems to illuminate the correct path for the player. With my world being shrouded in darkness the light that the gems produce are a focal point that the player sees first. This being the focal point the player notices it casues them to be inclinced to follow it since there isn't anything else to follow. Along with this light within the world is a large thing since they player can't see anything besides what is directly infront of them which is why the gems are a focal point since they are the other main light source within the world. This is how I balance decoration with gameplay so the player doesn't get lost or distracted.
Changes I decided to make based on peer feedback was changing the guarded marketplace. With the guarded marketplace having every type of obstacle present it starts a great deal of overlap. The main problem of the overlap is the checkpoints and boulders rolling around the marketplace. The collision of the boulders and the checkpoints cause it to be as if the player hit the checkpoint which would allow the player to skip majority of the game since the boulder hit the checkpoint for them. Fixing this problem wasn't a challenge with me being able to get rid of the boulders completely since the difficulty of the guarded marketplace was already high so there is no need to add more grief to the player. These are the changes I decided to make based on peer feedback.
The feedback confirmed my own ideas about my course. With the feedback seconding my opinion about the difficulty of some parts in the level and also opening new doors into my understanding that I didn't know was occurring in the level. The feedback allowed me to change my level for the best and improve the quality present in my world. Taking the feedback confirmed my assumptions about my level and let me change certain problems that were present with things being unintended being fixed. The feedback confirmed my own ideas about my course.
The part of my challenge zone that feels the most improved after these updates is the guarded marketplace. With the marketplace being the stem of the only complaints about my level. The boulders within the marketplace hitting checkpoints were the only complaint present in the feedback. Since the checkpoint being hit allowed the player to skip parts of the game and also being set back heavily if they die. With the checkpoint being hit it drops the player right into danger with no sense of what is going on. With me getting this feedback I was able to fix the problem and allow the player to be able to complete the level regularly with no game breaking setbacks or skips. This is the part of my challenge zone that feels most improved after these updates.
The system that I think has the biggest impact on how players feel while playing my game is sound. With sound being a crucial part of how people play games with your ears telling you what's happening next. This is why I believe the system that has the biggest impact on how players feel while playing my game. Sound can give away the position of enemies or currency. The wide range that can be applied to the uniqueness of a variable of sound in a game is why I believe it has the biggest impact on how players feel while playing my game.
Adding a Background image changes the way players experience my game's first screen. With the background image giving the player a look into what they're getting into with hitting the start button. The UI being the first screen a player sees is why it is important to pick a good background image. The background image being the players first look into what the game holds after selecting start. This is how adding a background image change the way players experience my game's first screen.
The part of the pause system that was most important for making the menu feel responsive and reliable during gameplay is being able to go back and forth between the pause menu and main menu. With the pause menu being the only menu that allows you to control the game with you being able to restart the level, continue, go back to main menu, un-pause, and select level. With the pause system being the most versatile section the systems are very important to make sure the menu feels responsive and reliable during gameplay. Keeping the pause menu responsive and reliable during gameplay is imperative for the player to control where they want to go within the game with them being able to choose to continue or restart the level. This is the part of the pause system was most important for making the menu feel responsive and reliable during gameplay.
The most useful takeaway for me from these lessons is being able to route buttons into levels. With me being able to route levels to buttons there is opportunity for me to make tricks that if the player presses will impact them. Along with this being able to reroute levels to different parts of the world it opens a variety of options for expanse within the world. Another useful takeaway from these lessons is learning how to input pictures that depict a certain part of the game so the player can see what the future holds. This is what the most useful takeaway for me from these lessons.
Random timing and sound variation makes ambiance feel more natural since there is no set time limit on sounds in the natural world with sounds coming out of nowhere and continually sprouting. With random timing of the sounds it gives a different feel compared to sounds that are constant. The randomness of the sound cues gives more realism. Along with this the variation in sounds also makes it feel more natural with sounds not always being the same within the real world. This is how random timing and sound variation make ambiance feel more natural.
Connecting Meta-sounds to Blueprint events makes a game feel more reactive and alive since the sound is synced to what is happening in the game. With the addition of meta-sounds being linked to blueprint events it allows events to have their own individual sound with different settings. With multiple things being able to have their own individual sounds it gives more realism to the world with individual sounds being a large thing in everyday life. The swinging sound of the pendulum creating realism as the arm cuts through the air. This is how connecting Meta-sounds to Blueprint events makes a game feel more reactive and alive.
I have noticed background music change in a game and it affected how I felt while playing by hyping me up or slowing down my movements and progression in the game. With the music changing with how the player progressed within the game. With certain music being played for boss fights versus the main game venturing throughout the world. The differing music changes the mood of a player and gets them in a different state of mind. With music that has a faster pace it causes the player to believe the situation is high stakes and they should try their best to continue. This is when I have noticed background music change in a game and how it affected how I felt while playing.
The most useful takeaway for me from these lessons is learning how to create sounds within my world and gaining experience in general about making sounds. With knowing where to find sounds for my game and learning how to implicate them within the world is a great skill to learn. With me continuing to learn how to input sounds into my game it becomes a very fun learning experience that has many applications. Along with this I learned how to make a sound from scratch to mimic a pendulum slicing through the air in front of the player along with the sound dying off at a certain distance using attenuation settings. These were the most useful takeaways from these lessons.
When I have noticed a game use music to guide my emotions or signal a shift in gameplay is when completing a boss fight within a game. The music change while completing a boss fight is fast paced music while being in the fight and after the fight is finished celebration music. With this music influencing how you feel with the fast-paced music being used in order to heighten your mood and get you prepared for the fight you're about to endure and hopefully compete. The celebratory music after completing the fight makes you feel accomplished for completing a feat with the feat being completing the boss fight which is also why achievements are present within games. The influence that the change in music had on me was that it prepared me for the battle that was about to commence and the victory music after made me feel accomplished after defeating the boss. This is when I have noticed a game use music to guide my emotions and the influence it had on me.
What I found most difficult about creating smooth camera movement across multiple rails and shots was that there would be hidden frames where the camera would teleport to a random shot when compiling all the shots. With there being quick flashes of random camera angles while in the intro it became a task to find and fix all the bad frame switches that commenced within the intro cutscenes. With multiple rails and shots being used it became tediuous to keep every single rail in check and make sure that it was ready to be compiled into the final intro shot. Though after figuring out the solution to my problem of random camera cuts within the intro I was able to fix them all by pulling each frame in closer together so the change is seamless and doesn't show any other random camera shot. This is what I found most difficult about creating smooth camera movement across multiple rails and shots.
Technical adjustments that made the biggest difference when I combined my sequences and added music within my intro is the use of hitting ctrl and scrolling on the mouse wheel which allowed me to see the entirety of what I was working with. With me now being able to see everything that I was editing it allowed me to make needed changes in order to make the switches between cameras seamless and smooth. The technical adjustment that made the biggest difference when I combined my sequences and added music was the utilization of importing sounds that were found on opengameart.org. With me being able to find sounds for my game I was able to bring my intro cutscenes to the next level since watching a cutscene with no sound at all would be awkward for the player and not give them any type of idea of what the level entails. With music playing a large part in how people interpret situations it was imperative that I found the correct sound for my intro cutscenes so they could portray the feel that the level brings. These are the technical adjustments that made the biggest difference when I combined my sequences and added music.
These finishing touches within my game elevate my game from a student project to something that feels professional since my game now has everything that a professional game has and feels professional when playing. With the addition of cutscenes within my game it gave it a new feel and elevated everything that I made since the implication of an intro cutscene is that the game actually has things to be showcased before the player plays the game. Keeping this, I was able to add great deals of depth within my game which allowed me to feel proud about what I created. With the creating of this game being also a learning experience it truly elevated how I saw my game and knowing where I started out at the beginning of creating this game. This is how these finishing touches elevated my game from a student project to something that feels professional and something to be proud of.
What connects the different parts of my creative work is the use of light always being present. Light being present is My Red Thread with all of my works incorporate light whether it be colored or only white light it is always present within my creative work. The reason Light is My Red Thread is because I hope to have light present in all of my days and the spectrum of light is beautiful and can be perceived in so many different ways just like the human soul and emotions. The design choice with me always incorporating light represents me most clearly with me wanting to see all spectrums of light since there is only so much the human eye can see. That is why I want to put every spectrum of light to use within my creative works because it represents the different spectrums of soul. I feel that these choices are authentic to who I am as a person since every humans desires to be perceived which is why I try to use light as my own form of expression in order to be perceived. Ways My Red Thread could evolve as I continue learning and creating is that I will figure out how to fully encompass the spectrums of light splitting through a prisim as the human soul splits into spectrums while moving through life.