The pecha kucha format is designed so that you don't get stuck on one topic for too long while giving equal time to other topics we will be doing ours in a 10x30 format which is 10 slides with 30 seconds each.
depth is mostly thought of as the difference between height and this is a very basic look at the word that i'm going to try and focus around while not looking too much into the more metaphoric side such as the depth of field and depth of time as this could make the project very complicated very fast when dealing with mechanics related to time and what your looking at.
IDEAS:
your a submarine exploring the depths dealing with issues along the way sometimes playing as human in the ship to fix issues and unlock new parts of the ship (leaks, animals and light) (puzzle/adventure)
you work in a on water raft when a distress call from a base bellow the water reaches your base and you have to go help them while creatures try to stop you from getting deeper (action/adventure)
IDEAS:
floating through space to your destination when things start malfunctioning as you get closer and you have to fix your ship to stay alive. (puzzle)
stranded on an asteroid flying through space avoid other asteroids and build defenses until you can craft an escape vehicle. (base defense)
discovering ancient alien technology you get warped to a unknown part of space and have to find your way back. (adventure/puzzle)
IDEAS:
your hired to find a rare mineral in this cave. this is a mining game where you can interact with the terrain and gather resources to upgrade your tools. (open world/ randomly generated)
your a cave explorer; exploring a new cave. a 3D platformer exploration game with many routes to explore and different looking caves as you get further down. (3D platformer/ adventure)
your in a drill getting further and further down with unexpected events. (puzzle)
underwater caves with air pockets scattered around with plants that produce light for you. (horror/ adventure)
your in a drill and you crash into an unknown huge cave with ancient scriptures and structures however your not alone as there is a monster / ancient beast following you around waiting to strike. (adventure/ horror/ puzzle)
subnautica is an open world game where you explore the world finding better materials that let you travel further down this is required to beat the game but the further down you are there is also more dangerous creatures. Down at the farthest points there are structures that can assist and guide you through the game as well as a few teleportation devices allowing easy transport between key point to save a bunch of time for the player.
I chose to use this game as a reference as it is scary to unsuspecting players and uses depth to advance the game forwards while combining both elements. I would list subnautica as one of the best ocean themed games because of its in depth world building and mechanics while also making you jump every now and again.
NO MANS SKY is an open world exploration game where you start on your first planet and fix your ship once its all fixed you gain access to space where you can start exploring further. each planet is randomly generated making it extremely difficult to try and find 2 planets the same making the exploration aspect of the game more enticing and easier to replay if wanted.
i chose this game as a reference because of the huge space that is given to the player to explore and different activities to do.
minecraft is an open world, sandbox game with a randomly generated map that has intricate cave systems with randomly placed structures that can spawn underground for example; mine-shaft and dungeon this is also required to beat the game as you can find a stronghold that has a portal to the final boss of the game.
I chose this game as a reference because of the different types of caves that have different structured in them as well that provide different challenges from the regular caves with mob spawners to provide new challenges as well as the risk of getting lost during your exploration and losing all your gear if you die.
I did a short bit of research into types of caves and a apealing type i found was a grotto its like an open air cave rather than a regular closed off narrow one and these types offen have water as the floor.
I decided to go with caves as my theme for fmp and because of this I've researched a few games that I think in theory would be similar to a finished version of my game for example poppy playtime chapter 3 where you go around in a underground abandoned environment while solving puzzles to get new areas unlocked so when I started making my game I had a goal to include puzzles and a monster (ref - gameplay evaluation) another small detail of this part of poppy playtime is that you have a companion guiding you this is a common theme in indie horror games such as fang with the phone guy, so I aimed to include a friendly guide for the start of the game in the form of a radio you could talk to with premade voice lines (ref - gameplay evaluation),
From poppy playtime the aspects I liked and wanted to bring into my game was the environment (dark eary and alone) and from minecraft the cave sounds make the game surprisingly scary when played alone even with the blocky worlds and some mobs looking not as scary as horror games; so I wanted to use audio to create a immersive experience (although I never got round to it I would continue production by adding audio) while using models and code I made myself.
There are many genres of games however for this project i will be focused on these few:
horror
adventure
puzzle
i will be focused on these few genres so that i don't spread my time too thin and think of too many ideas and features that i wouldn't be able to add in the given time while also modeling and sound design so that i can make sure the things i do add are working properly and i could use these genres easily to add more to the game the further down/up you are.
The Quarry is a horror game that guides you and tells you where to go for your next mission; The game has multiple endings based on the choices you make along the way witch is an element i like about this game and that i may take inspiration from.
getting-over-it is a exploration game that gives you some narration and music along the way a lot of people see it as a rage inducing game because of how much progress you can lose with 1 mistake.
Tetris is a simple puzzle game that increases in difficulty over time by increasing the speed of the blocks falling while giving you random blocks and almost no way to get different ones nor replace them; you lose the game once a block is half off screen.
swimming mechanic
climbing mechanic
enemy AI
level design
modeling + texturing complex models in a timely manner
sound design
cinematics/animations
in the pecha kucha we compile 10 different ideas into one place and talk about them each for 30 seconds. witch is a difficult time to fit a thought out idea into so i used dumbed down versions of my ideas while pointing out what would make them unique and the inspirations that got me to that point.
your in a drill and you crash into an unknown huge cave with ancient scriptures and structures however your not alone as there is a monster / ancient beast following you around waiting to strike. (adventure/ horror/ puzzle)
This is the idea i have chosen for the pitch.
while writing the proposal i had some issues with figuring out what to write however i eventually finished writing it
this is the time plan i made during the writing of my proposal and this is subject to change dependent on how long i need to get things done and if i want to add more or less stretch goals to complete this depending on the leftover time at the end.
We had a short task to review some of our strengths, weaknesses, opportunities and threats coming up with 4-5 of each.
i used this sheet to then improve some of my weaknesses and tried to combat my threats, i used some animations in the monster while it chases you and got a decent amount of blog work done in the beginning i stop doing it later on.
I used my modeling and code to create and put together the game however the planning went mostly out the window once i had to make the puzzles that i hadn't planned.
with the oppertunitys i put a version of the game onto itch and learned about ray-casts and triggers that i will use in later projects i do.
i presented a pitch in front of the whole class talking about what i was going to do for my project and what i was using for it and everything i was submitting. i hated doing this and felt as though i gave a poor presentation as i was too nervous to speak much and skipped over some slides with out describing anything.
once i had finished my pitch presentation i started working on my pre-production folder and started making a GDD (games design document).
i put together some boards to organise everything that i need for my FMP the first one was the game play narrative that shows what events happen over the timeline of playing and what different routes the player can take.
the second is the base layout for the the cut-scenes with the timings and sound notes.
i made some basic menu layouts for my game that i plan to create in unity later on. i did this so that there can be some inbetween between starting and playing the game as most if not all games have a main menu and pause screen.
i designed the original layout for the map in Photoshop that i used to make the map in blender.
i started modeling rock shapes for my cave environments and cut scene animations. i ended up making 8 rock variants when the original goal was 15 because i realized i could rotate them and no one will be able to tell they're the same.
using a reference image i found on google i modeled a simple drill to use in my introduction animation once i had done that i imported the rocks
i copied the layout from my pre-production and made a flat map after that i started by extruding edges upwards to make rooms and corridors
using different nodes in blender i gave the whole map a texture this was a good and bad thing as it saved a bunch of time however all the textures looked poor because it was stretched over such a large area
i modeled a simple snake to add to my game as the monster i used this by making spheres using the sculpting tools and then using a re-mesh modifier to give it the low poly look.
i read through blenders manual to help me rig my snake character to make the animations way easyer than it would be animating without them i used this to make a move animation for my snake
i followed a YouTube video on how to do an interaction system and added my own comments to describe what everything was doing then found an outline on the unity asset store that i intend to put on all the intractable objects with the same color settings.
i put another object in the scene and made it disappear when i clicked it and it worked pretty well.
i made this hand icon to appear when you where in range and looking at something that you could interact with however i decided not to use it as it didn't fit the theme of the game well and replaced it entirely with the highlight feature that was supposed to work with it before.
www.youtube.com. (n.d.). How to Make a Flexible Interaction System in 2 Minutes [C#] [Unity3D]. [online] Available at: https://www.youtube.com/watch?v=K06lVKiY-sY&t=102s [Accessed 24 Apr. 2024].
assetstore.unity.com. (n.d.). Quick Outline | Particles/Effects | Unity Asset Store. [online] Available at: https://assetstore.unity.com/packages/tools/particles-effects/quick-outline-115488.
i copied a script from YouTube for the player movement and changed it to make it fit what i wanted for my game for example i turned down the speed of the character and removed the crouch feature entirely i set it up in unity by attaching the camera from it.
Brogrammer (2023) “UNITY 3D PLAYER MOVEMENT in 2 MINUTES! FPS Shooter,” YouTube. Available at: https://www.youtube.com/watch?v=1uW-GbHrtQc (Accessed: April 18, 2024).
i have been using a Trello board as instructed by James and Annie to manage the work i have for the week and make sure i'm not working on 10 things at once so i can finish one thing polish it a bit then move on to the next thing once i'm happy with it. i will continue to do this throughout the rest of the project and by the end i hope to have everything in done.
i only ever made this 1 audio clip and if i had to do this again i would quickly put together a few more to put in my game so it has more audio instead of the current silence.
this doesn't work; The second script is the working one*
i latter fixed this by replacing the chase trigger function with a OnTriggerExit so that once you leave the trigger border and chase with be set to true and i got rid of the for loop as it was unnecessary i also swapped the update for a FixedUpdate so that it would move at a constant speed through every PC
i made some basic models for my game i did this as to provide some props for each of the puzzles.
for the first puzzle i made there be 4 pillars and you have to find out witch is the correct one the way to solve this it to look at the lanterns as pink is the only color missing from them, however i noticed while people played and tested my game that it wasn't apparent and most people guessed what one to press so if i were to do this again i would make it so that it has to be clicked in sequence then it'd be a lot harder to guess the right answer and force you to look around a lot more.
i learned a few things from this as i learned to use ray-casts from the camera that shoot out in a straight line from the transform data of the camera then detects any colliders that it hits inside the predetermined range and if the collider hit has a method on it called "interact" then it will be called allowing for manipulation of other objects by interacting with them.
for the second puzzle room i made a pressure plate you had to stand on to open the door for the exit that would open slowly and once you got of would start to close slowly so you had to race to the door.
i also added some boxed to do parkour through i did this to add something new to the game as well as the pressure plate so the player would have a little more variety and so that they couldnt try and go back on their path after this.
i did this by having a trigger collider above the cube and while the player was inside it, the door would move towards a position slightly outside the map and once the player had left it would move back towards the origin.
I used to have an issue where you would enter the collider and it thought you had won i realized that if you click restart after beating the game then die it wouldn't set the endings to false again and it would show you that you had won the game when you died. this was obviously a bug with the game and i fixed it by simply putting in all scripts that finish the game to set the over endings to false and only allow that one to exist so you get the right description and background image.
i uploaded my game to itch so that anyone who would like to play it has a way. I did this so that
My presentation although better than previous was rushed and could have showed my project better however i got too nervous in the moment and failed to talk about everything, another reason why it didn't go so well was because i couldn't read my notes from where i was standing and so it made me have to turn to the board away from the audience to read each one to recall what they each did along with this i didnt have much to say about the models and unity work so those parts were barely talked about, if i was to redo this presentation i would format things differently so that the models each had a section including the unity aspect they were used for to speak more fluidly between them i would also print out small notes so that it didn't matter where i stood so that i could read them; i would also include the gameplay video at the end witch i hadn't recorded at the time
overall i believe that my game is pretty boring as there isn't much if any replayability nor any story aspects to the game leading to a dull experience as well as some puzzles not being clear how to beat them, this lead to people completing puzzles through trial and error. and not actually finding the hints i had placed around. if i had to improve on this id make the puzzles near impossible to beat through trial and error by making the solutions random and not the same every time.
Puzzles - these took the majority of my fmp time while creating assets the code and rooms and hints for each. The first puzzle was not good with everyone guessing the correct answer. An improvement I'd make to this in the solution being random as to make the player look around to find an answer this is because the player would feel more as though they had accomplished something rather than guessed and got lucky.
Monster - the monster is underwhelming it doesn't give any indication that its following you and you can outrun it anyway so it doesn't pose much threat with some people who testsd my game not even noticing that it was there although the monster can kill you and has it's own death screen so it wasnt a complete failure - to improve on this I'd add visual and audible effects to happen upon discovering and triggering the monster this would create suspense and immerse the player more.
Guide - with the voice lines half planned and not having any other audio In my game I didnt have time to model a radio and then film record voice lines to go off with triggers so I had to prioritize the puzzles and monster, so if I had to improve on this the first thing I'd do is add it to the game and make it play when you hit certain milestones in the game for example entering the first puzzle room and if you had been stuck in one place too long you could be given a hint although this wouldn't be essential as it's a small game and not much content.
I thought this project went pretty well as i had finished in making a prototype game that was playable and had 2 different paths you could take to complete the game, with the 3 puzzle rooms i had planned on as well as making all the models for the game, some things i think went wrong with this project would be the poor quality and textures as well as some of the lighting makes the textures look poorly unwrapped and this is bad cause it reduces the quality of the game-play and environment that i had made.
If I had to continue I would remake the map into separate sections with room to add more sections and spaces aswell as add more levels after the secret ending where you find a recently abandoned underground civilisation and I'd introduce a story involving the guide monster and civilisation. However before all that I'd add audio and fix the menus as the currently are too stretched depending on what monitor you play on.