Working
together with Liam, following up on our previous game design document
has lead us into creating part of our game in depth and giving life
to it. As Liam focused on the 3D side to this project, this gave me
the opportunity to help him out with floor plans and concepts for
rooms etc. I designed the exterior and interior of the flat in depth,
using lighting and colour to create the mood we wanted in our game.
The joint collaboration meant that we would get more work out of the
time we had, and with our joint vision, we knew what to create. The
main source of our joint work would be the floor plans, as I helped
him by creating a floor plan for him to make in 3D. I set out where
everything would be placed, and from this he could place 3D assets
and make the room whole.
I
am really pleased with how my 2D Art has come out. I worked harder
this time around to find many pieces of reference material before I
began my digital painting, and I found that this made it all a lot
easier to complete. The gameplay side of my work had me looking at
how we can make our game different, and also a challenge for the
player. I looked back at how we had originally made the game play out
and thought it sounded too easy for the player. The original concept
was to have pieces of evidence that the player must find in the flat,
three pieces would be picked up and the rest were unimportant. The
player would be told which pieces were important and the character
would automatically pick them up. After discussion with Liam we
decided that this was no fun, and is far too easy for a detective
game. That is when we decided to have a new gameplay mechanic, which
would be the option for players to pick up any of the pieces of
evidence in the flat. They would only be able to collect three items,
so they must choose which ones they think are the most important.
They would then be given a score at the end of the level. This also
makes the gameplay experience more unique to the player, and if they
miss an important piece of evidence they miss out on a cut scene
linking to the narrative and case. This can mean that if a player
misses lots of pieces of important evidence, the case takes them
longer to solve altogether. It also means players are more likely to
repeat the game after they have finished to try to get all the cut
scenes and gain 100% completion.
After
changing bits of the gameplay, I moved onto created a start menu and
examples of our game. I enjoyed this thoroughly and am so pleased
with the outcome. Using Premiere Pro I gathered sounds and music that
fitted the mood of our game and with a mixture of effects and
lighting, our game idea had finally come to life.
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