For this week, not only were we presented with the theme as per usual but a challenge too - a handicap of sorts made for us to focus on coding more than visuals. "This week you are to use only simple shapes such as cubes or squares". This meant no imported assets so any art features are basically materials on simple shapes. Instead of going down the network route of the theme, my partner and I decided to take advantage of the shadow theme and make a horror game. Our initial idea was to have an enemy/monster chase the player down while they walked about in the darkness looking for things to collect.The monster and collecting cards were to make a sound etc. Since we both liked memes we decided to incorporate a lot of that internet culture into it resulting in the following abomination of a game.
What we have in the end:
What we have in the end:
- A start screen with the title which plays music
- Player has a "torch" to light their way which follows the camera to fit their gaze. This was created by attaching a spotlight to the main camera
- First person view
- A monster that awakens on play and follows the character starting from a good distance; monster kills player on touch which brings them to a game over screen
- A monster that awakens on play and follows the character starting from a good distance; monster kills player on touch which brings them to a game over screen
- A game over screen
- Collectible objects that disappear on click
- Collectible objects that disappear on click
What fell through:
- Collision on trees etc - This was removed as the monster would get stuck
- Monster does not make sounds
- Collectibles don't make a sound on click
- Collectibles don't make a sound on click
- Game over screen is not intractable - player must press ALT F4 to close game.
Process of making:
The collectibles were implemented by Toni ->
As well as the creation of the monster, done by photoshop

Similar was done with the different landmarks as well as trees of the world.
The atmosphere was created by using a skybox which changed the lighting of the world to fit (used a stormy clouded day sky) The base of the world is a terrain with part manipulated to incase the player in an inescapable game area, a grass texture was applied to this.




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