Weekly Summary 6
I began by hunting down audio, looking for a backing track to my game that would suit the mood I'm trying to convey. I discovered a piece on Soundcloud aptly titled "Sad Ambiance" by Aric-misc. projects and promptly asked for permission to use. I also looked for a sound effect for my NPCs, I wanted something more abstract than what royalty free sites like SoundBible were offering, something memorable and strange to fit the game and the NPCs themselves. I decided on a clockwork sound, as I felt within the game it wouldn't be easily identifiable, more of a strange crackle that players would hear as they entered the NPCs trigger box.I also worked on some aesthetics for my game this week, to make it start to look like something.
Implementing my walk cycle proved difficult due to settings I had in place, but it was soon fixed by simple scaling. I painted the enemies that appear throughout the game, warping the player to the start.
I quite like the idea of some kind of mound, like in the Mutual Core video by Bjork, covered with theatre masks.
Im thinking of calling them Notions, or bad Thoughts as that's what they represent, catching up to the player and having them start at square one- they could also be seen as Ennui, that creeps and consumes the player.
I also wanted my collect orbs to appear as something, small suns or lights. The first being a failed attempt, the second a more workable sprite.
The player having to collect three minimum to pass through the gate at the top of the map, there are more to collect in the game if the player chooses to explore more however. I also tried to create a backdrop for my game, something simple.
However these were far too dark and parts of the first world and NPC text weren't appearing. I decided to leave it for now and use the default texture, until something more workable comes up.
Mechanically, a lot was going wrong with my game. When swapping worlds and hitting an enemy, an Ennui, the teleport co-ordinates would warp the player further along, so one world where you weren't meant to fly you could, and the other was the mapless dark void. So a simple actor with killzones attached was needed. I looked into these nodes, as i needed the game to restart in case the player did fall through the game world, and a node to end the game with the Death Interactions
.
Whilst trying to get the harp to work, the pulse was acting as the collision necessary to warp the character to the beginning, so this needed to be changed to the player capsule, containing the character so the warp would still be effective.
To solve the enemy problems, I set up two pawns, one for each world. Which worked fine, but to make it more efficient I used one pawn with a boolean instead, based on world. This too had snags, but it was an issue of swapping nodes around- Ennui were taking the player to wrong world. The harp mechanic worked, but they no longer warped the player on a simple touch, they have to really get up close to the player. I tried to amend this with changing the dimensions of the capsule component with limited success. Through play-testing I'll judge if this is too much of an issue.
In regards to exit gate and collecting orbs, I learned that I needed two instead of one variable, one assigned to the character of "orbs" and one assigned to the orbs themselves as orb amount, so they can be added together upon collision, tested by the end gate.
This resulted in the exit gate working. So my harp now worked, the enemies worked correctly, as did movement and there's a way of winning the game. However for sake of metaphor, the other way of ending the game had to be implemented. The interactions with death.
It turned out what I had tried to lay out was far too convoluted, so I was taught about text arrays and linking a widget.
An array is a collection of variables accessed via a single node, simply referring to the number of the variable you need from the array is how these blueprints work.
By then referring to the order in which these words appear, and where within the widget...
This is how the interaction takes place, with a choice of two, or one options. This is how the player can choose to die.
Having now achieved a basis for all my working mechanics, I tried to visually polish everything to the be left with Pitch Document to work on solidly, however this shouldn't have been how I divided my time, they should have been worked on simultaneously. This can't be helped now however.
I tried setting each block that made the separate game maps a solid colour, by changing the texture of the material, that worked for a while, however it also destroyed my game. Each block that made my map expanded to the point of ruination, nothing could be navigated due to this texture change. I luckily had a backup but had to redo a lot of things. Having a black world and a white one would have to wait.
To get it playtested, I also roughed up some instructions, something I want visually present in the game, so players can wander immediately. NPCs, now called Notions, were also blocked in.
With these, I had my first playtest, leaving them in the room alone to connect more with the game, as intended.
Feedback
-killzone needs to be bigger
-game works fine until you world swap into part of the other world, then you fall out completely
-theres a glitch if you world swap too quickly next to a Notion, the text stays
-there should be a harp and light sound effect
-the Notions were seen as suicidal thoughts and it sets the games tone as mental illness, they're seen as outside forces telling you what to do, good and bad influences. They were relatable messages.
-when reached Death, he seemed to be a good choice due to Notions, Positive mode is designed to have you fall and not be able to ascend without the other mode. They were seen the other way around, as there is a joy to flying, which is something I hadn't forseen.
-music worked very well, sound effects got attention
-harp and end gate not found, perhaps have arrows,
-Engaging, wanted to find Notions
-Main character has been seen as different genders by different people, something to be projected on, which was the intention.
A moment I enjoyed whilst playing is discovering a room in flying mood filled with huge Ennui, it was my playtester's first run in with them. A few niggles, but this insight is invaluable.
Game Research
I was told to look into the works of Daniel Benmergui, a games designer who instills emotion and meaning into his games, upon closer inspection of his game "Today I Die" I realised...
...I'd actually played this before. At the Digital Revolution in London in 2014, I sat and played his game, and really connected with it. Its like interactive poetry, shifting words to change the scene to get the girl to safety. Simple mechanics, big impact. Much can be said for his other game "I wish I were the Moon".
I hadn't played this one, but I has multiple endings, based on what you shift where and when. Remove the man from his moon and hes miserable. Put both of you on it, you drown. My favourite way of ending the game is putting yourself in his place, becoming his "moon". These games hold a lot of meaning, and I really admire the emotion and story put into them
Research Lecture
Linking back to my essay, which is about how forms of entertainment of the past influence today's video games, its easy to see that play and games are an integral part of humanity. This lecture used mazes as an example, a real life space to navigate away from the real world. Something we all do today but don't require an architectural building to do; we can escape and explore through games.
There are unicursal mazes with one path, and multicursal mazes with multiple, these have dead ends and can lead you astray. The myth of the Minotaur heavily features one, and mazes have been a part of culture since the age of the Greeks in one form or another. Within a multicursal maze you meander, exploring different routes, which can be said for games with different endings like Silent Hill, which is both virtually a physical maze and a psychological one. A personal favorite game is Virtues Last Reward, which has a plethora of endings which in itself is a mechanic, its a large "maze" that must be explored completely to discover the true ending. Pacman serves as a maze, a space to outrun and outwit ghosts through different levels, many games can be linked.
My game is a maze, an interactive one where intimate thoughts are encountered, its a space to be explored and surmounted. One can choose to explore and discover things, or choose the easy way out of the maze. A metaphor reflecting the living of a life.
Tale of Tales have a game called The Path, which takes direct inspiration from Little Red Riding Hood. If you do as you're told an always have been through the story and every other source, you follow the path and nothing really happens, but stray or meander, and the game really starts.
The game I critique will have to be unpicked in such a way as to find these links, I'll start looking into games ASAP.
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