Thursday, February 25, 2021

XB2001 Door Problem Project Week 2

 For the second week of the brief, I cokpleted the next part of the required material, which was the
blockout itself.
Blocking out the level itself uses mainly Geometry pieces in Unreal Engine, as they are easy to shape, move and rotate around, and have an easy to see, distinctive checkerboard pattern.

 I was also tasked with publishing a Youtube video of my commentary and gameplay of the level itself. To do this, I recorded the footage and my voice using OBS, which I had also done with the other Design test projects I've completed.

XB2001 Door Problem Project Week 1

This next project in the list of Unreal Engine projects had each of us trying to solve the Door Problem,  which was to use a door in a game not as an obstruction to the player, but also an interesting game mechanic. My solution came in the form of a sequence of doors in a select few corridors, using differently shaped and sized keys to advance through the level. The level itself would be short, but full of gameplay the short amount of time the player has.

I have made made concept art for what I think the doors and keys would look like if the game was a finished product and not just a blockout in Unreal Engine.

The idea to use differently shaped keys for each door was heavily inspired from The Legend Of Zelda: Skyward Sword, where each Boss Key from that game was a different shape that had to be inserted into each door.
The other main sources of inspiration for this blockout and design choices comes from early PC games that use 3D graphics, such as DOOM, whose levels were built around rushing through levels using keys to progress, as well as puzzle games like the Professor Layton series.

 

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XB4406: MA Games Design: This Way Up!: Extra Background Card Designs

 My next step with This Way Up! was to implement different card backgrounds, based on the importance and severity of some of the objects in ...