Here are examples of feedback that occured. As additional requirements solidified, I often wrote new systems which could be toggled on and off or configured. The first iteration of the protagonist’s ship had two systems that operated independently - move in the horizontal plane in response to player input, and orient the ship to acknowledge the contour of the sands. One example of this was in the design of vehicle movement. During this process, I learned how to better decompose gameplay requirements into distinct problems, which made it easier to pivot when those gameplay requirements changed. Needless to say, we pursued a development plan that was change-tolerant and risk-adverse. This was especially true for our team, given this was our first venture into Unreal Engine 5, and we had additional overhead in Unreal Engine 5.0 from bugs and technical limitations (that would be fixed in later versions of the engine). Seven months is a short time to bring original open world game concept from idea to market. The final part is a small puzzle: the player should use the whip to drag the rock and put it on the button ( the dark red button on the map) to raise the platform and move to the end.Īll the whip-related mechanics include swinging, dragging and moving an object, hitting an object repeated at least 3 times to enhance the player's learning of these basic skills.Major Takeaways Prototyping Gameplay Through Composition Keep moving and use the whip to hit the rock( the dark gray object on the map) and it will slide and accelerate to drop on the seesaw and raise the seesaw for the player to jump down. He will use the whip to hit the hanged object and make it drop to kill enemies below. Enemy ambush will attack the player in the cave, the player should quickly run away and use the whip to drag another trigger at the end of the cave ( the purple circle on the map) to block enemies' catching up. The player will use the whip to swing between each attaching point to learn this basic moving skill ( the red circle on the map) then use the whip to drag the trigger ( the purple square on the map) and enter a cave. The goal is to teach the player how to use the whip to interact with objects. The image below is the teaching level I designed at the Proof of Concept Tech (POCT) stage.
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