Thursday, 4 May 2017

Game Design


Due to the feedback from my Alpha and the production schedule there was several gameplay features I had to change. The first was the crib sequence. Originally I wanted the player to wake up in the crib after a sequence was completed. I wanted to try and recreate the PT style of walking through the door to the same environment with minor changes to progress the story and play. I removed this feature as I didn't have the time to perfect that style of play in the time I had remaining. Had I had more time or the scripting knowledge I would of attempted to keep this feature. 

Another feature I removed was the Ouija board interaction. Player feedback revealed that players didn't understand nor believed why a child would have or be scared of an Ouija board. Due to this I tried to adapt my story to work the Ouija board into a believable context. I failed to achieve this and I removed it from the game. 




I decided to replace these features with collectible dolls. Opting for a Slender approach, the player would collect the dolls in order to avoid the monster. These dolls would appear collected upon wall mounted shelves to indicate they have been collected. Each doll collected will activate an event to help create atmosphere and tension. I created a doll manager script which managed all these features.








I used trigger boxes and getbuttondown to initiate the functions within the script. These functions were often called through coroutines. This proved effective but quickly became messy as at first I wasn't stopping the coroutines. This contradicted other scripts and caused game breaking bugs. To fix this I called coroutines in other scripts in order to stop them correctly. In some cases I had to deactivate the script or object itself once said action was complete. 

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