Upload
others
View
2
Download
0
Embed Size (px)
Citation preview
Thriller Project PortfolioBy Aiden Sutch
Mood Board
ResearchThrillers seems to be a very general genre when it comes to video games because thrillers do what most games
set out to do in the first place, which is to make the consumer excited. Games often do this because what is
more exciting than being apart of the story you are experiencing. Thrillers often have a good mix of suspense,
action, high stakes and some down time that not only allows the player to catch their breath, but it also makes
the high action moments stand out more. GTA V is a great example of this, every mission is full of bullet and
explosion filled excitement that is sure to have anyone entertained, but between those high action missions, the
player has plenty of time to do anything they want and explore the island of San Andreas in anyway they want.
They can create their own havoc, or just drive around. There are also a few missions within the story that
require you to do just that. But there are other aspects too like the decision you have to make near the end on
what character you want to kill off, as well as many high stakes missions with intense police chases. The Last of
Us is another good example that uses all of these traits to better the story. There are plenty of high tension
moments when fighting zombies, but there are some slow moments like the beautiful giraffe scene. There are
also points of high tension like when you first encounter clickers, and high stakes like the finale.
NarrativeMy level will be based off of the emotion of fear, and I plan to have the player feel this emotion by using the
helplessness of not being able to control yourself in zero gravity, and the fear of helplessly floating off into
space. I want to link this the helplessness of being trapped and slaved on this ship. This is because it is hard to
teach someone a lesson on something, or trying to show your own experience if they haven’t experienced it
themselves. So the easiest way to show this would be by giving that person a similar emotion. This will be the
way that the stalker shows off the terrible experience he and many others had inside of this ship.
Level Designs(p1)Original
Sound Light
Level Blockout(p4)These are two screenshots of the start and end of my level. There are some assets
implemented, but for the most part the walls are in the original blockout form.
Key pickup(p5)This pick up script for is really simple but it gets the job done.
The keys were supposed to simply unlock certain doors, but
there are only two doors, and only one of them is mandatory
to continue the game. The third key was they key that would
allow the character to complete the level. The bottom of the
script has a variable change when the character enters the
key’s trigger. Then in the update, once the conditions are true,
the key is destroyed, a sound is played and the unlockable
variable turned true to be referenced in another script to
unlock the door. The destruction of the key is delayed a
second, because the key was being destroyed before the noise
was played which stopped the noise from playing.
Level amendments(p7)
The zero gravity mechanic that I planned was too far out of my
reach in terms of coding, but I was able to change this to just
gravity change. This ended up being better in terms of
gameplay because it allowed for more varied level design.
Because of these coding limitations, I had to get rid of the outer
ship part in the middle of my level, because it didn’t really fit
into the level. Not only that The platforming had to be less
linear and more complicated as the player had more freedom
with their movement than originally intended.
Player feedback(p9)The feedback I heard the most was that my level was too easy, and that it wasn’t
exactly clear where they needed to go. To fix this I implemented lighting that would
lead the player towards were they needed to go. And to make the game just a little
harder I adjusted some of the variables so that the mechanics got more in the way of
Doors(p10 + p11)
These are two different doors in my level. One of
which is locked and can only be opened with the key.
The locking is controlled by the bottom left
screenshot. The the top right is what controls the
doors. They were opened by the door being moved
upwards by 4 units compared to their original start
position with a transform position command
Blockout Video
https://www.youtube.com/watch?v=b4S
W5AluCJ0
Bug reports
These are some of the most common
errors I got when coding my level. The
first is a simple error when you forget to
put a ‘;’ after a function, and the second is
an error that happens when you don’t set
up your assets and the code correctly. The
last error was one that caused a lot of
grief. This happens when you try to
reference variables from other codes
incorrectly.
UI Designs
UI designs