Thursday, 6 June 2019

Week 5: Critical reflection

For this week I created my prototype for my capstone project. Due to time and the fact that it is a prototype, I created some rough vector layers in Photoshop before importing them into the game.
By creating scripts and assigning them to the different layers as well as creating a virtual camera that follows the player, I was able to test and create the desired parallax effect. I was aware that I could've used a different camera type to create this but did not like the fact that it created parallax by resizing and scaling all my art assets. 
Overall this test went well for the most part and provides a good insight for what to expect. While the art is currently flat and vector-like, this effect should run nicely once I get proper art into the levels. The only trouble I ran into when making this prototype was the player controls, as the script I was making had animators for the character (which I didn't need at this time) the player refused to move horizontally. This was fixed when I deleted the lines of code associated with the animator.





Game journal: FEZ


For my final game journal, I will be reviewing FEZ more specifically its perspective mechanic. 
FEZ is an indie game built around the character Gomez and his adventure in a 2D world with 4 sides to it. The game makes use of this interesting concept by making the player rotate this 2D world to navigate, reveal the hidden and solve puzzles with. This unique camera work is very interesting and adds a layer of complexity to this 8bit game as it forces players to think outside the square. Literally. 
This game was very challenging when playing and is certainly worth a play for anyone who hasn't. To add another layer of difficulty, the player is sometimes required to rotate the world in the right other for certain puzzles to reveal things. 

Image result for fez game
Image result for fez game