Monday 18 April 2016

LO4 - The Final Game


ADRIFT
It has been over 1000 years since man last set foot on Earth. The downfall of humanity has left our planet to become something... unimaginable. As you know, by 2600 the entire food chain collapsed and right now we don't even know if the air is breathable. By now there may well be species to which the likes we have never seen. You have been selected for initiation. You will face the most difficult challenges, putting your body and mind to the test. If you survive your training, you will be part of the team sent to reclaim our little blue planet. Gear up soldier!

Level 1 In-Game Screenshot
Level 1 In-Game Screenshot


Level 1 Gameplay
Game Reveal Trailer

Friday 15 April 2016

LO4 - GAMEPLAY

Timetrials
Race your friends and record holders to beat the best!

Level 1 - Initial "Training"

Take on the platforms in the initial obstacle course and hit the blue checkpoints to save your progress.

Level 2 - "Firestarter"
Race your friends from this burning obstacle course, take advantage of multiple paths and see where your instinct takes you. On this level you will face more difficult challenges than you've previously encountered.

LO4 - In-Game Screenshots

In-Game Screenshots
Level 1 - Training Level

Level 2 - The Map

Level 2 - Path 1

Level 2 - Path 2

Thursday 14 April 2016

LO4 - Testing the Game

Alpha Test
I ran this test in editor mode to have a good idea of what the level will look like, but so that there is no lag during the test, therefor the quality of textures is considerably lower than the final game Thence the jagged edges around shapes.) This is a test of the game's jumping mechanics, respawn system and to test that the entire level is playable. From this test I found that I need more death barriers underneath the map in order to force the player to respawn when they fall off a platform.

Beta Test
I ran this test in preview mode to prevent lag during the test, therefore the quality of the game is low for this test. This is a test of the game's fluidity to esure that each platform is the perfect size and distance to challenge the player but allow them to get used to the controls of the game before progressing onto more difficult levels. From this test I found that the game is playable and that I had solved all of the issues with death barriers. It also allowed me to check that each of the platforms had a texture before I exported the game.

Saturday 13 February 2016

LO4 - Character Profile

This is the character that you play as called Walker. He is a scout being sent back to earth but first he must tackle a series of obstacle courses which will train and prepare him for what will be left of earth when humanity returns for the first time in 100 years

Wednesday 10 February 2016

LO3 - Props/Assets

Creating props and assets in Unreal Engine 4.

This is a screen recording of me creating props and assets in the Unreal Engine. In this timelapsed video I created a few platforms and a barrier to guide the player around the map. Also, I added some basic textures to the level to signify which platforms the player should jump on. I added an illuminous platform to signify a checkpoint, which later I will code to be a respawn point for the player.

Tuesday 9 February 2016

LO3 - Programming using blueprints

Programming using 'Blueprints' in Unreal Engine 4.

This is a screen recording of me using 'Blueprints' in the Unreal Engine to create a spawning system where by the character will respawn at the last checkpoint of they fall off one of the platforms within the level, or touch fire on level 2.

Wednesday 3 February 2016

LO3 - Designing Background and Environment Visuals

ACTUAL IN GAME SCREENSHOT
This is a screenshot which I have taken from the game and then edited in Photoshop to show what the HUD will look like on the final game.


TRAINING LEVEL



"FIRESTARTER" LEVEL

Sketch of a more difficult level (level 1 above)
This is a sketch of what a more difficult level could look like within the game. It incorporates the same skills the player will have learned previously but includes more tight jumps and difficult jumps, drops and runs to get the player to the end of the level. In the final game there would be a variety of levels which would range in difficulty, allowing for casual or more difficult and competitive styles of play.

Tuesday 2 February 2016

LO3 - Using UE4

UE4 (Unreal Engine 4) is the software tool which many game developers use to build games, as well as to create simulations and visualations for film and architecture. From using Unreal I have gained some knowledge about the tools available and how the industry uses them to develop realistic environments. I have began to use the software and watch videos on YouTube in order to help me understand how to use the software overall, as well as how shortcuts on Unreal can make the game development process much more efficient. I found the software difficult to use at first because the number of tools available is very overwhelming before you start learning how to use them. I will need to experiment with the software before making my final game, in order to ensure that I know how to use the software corectly to produce the highest quality game I can.

Monday 1 February 2016

LO3 - Soundtrack

For the soundtrack to level 1 I have decided to use "No Limits - Another World" which is copyright free, which means I will not need to gain permission from the owner to use this music.


For the soundtrack to level 2 I have decided to use "Globus - The Promise" which is also copyright free and therefor means I will not need permission to use it.

Friday 8 January 2016

LO2 - Character Designs

Character sketches

Creating the character using Photoshop and a Bamboo tablet.
                                                               
Sketch > Painting



LO2 - Timeline of the Level

This is the timeline for the level that I have developed. It shows all the stages of the level and the challenges that the player will face in order to complete it.

Thursday 7 January 2016

LO2 - Functionality and Level Design

Level Flowchart
This is a flowchart that I have created for one of my ideas. This shows exactly how the events which occur in the game will happen and what the result is based on hoq rhw character plays and chooses to complete the level.




3D Vision of the Level

This shows exactly how I imagine a part of the level to be. I have sketched this in 3D to show how the design of the game will include the player needing to overcome objects by wallrunning or jumping over them. The image also includes a basic sketch of the level layout which I have developed below to show what the first levels map would look like from an aerial view.



Level Layout
I have drawn what the layout of the first level of this game idea would be like in order to begin to understand how the level is going to work and decide how big particular jumps nee to be as I need to ensure that the level is playable.