Sunday 28 September 2014

Testing The Idea...

So the first set of tests has started! As we have finally made the level fully completable! The tests so far seemed to go quite well, however some tweaks still need to be made to make it a fully functional level that players can understand.

So far, here are the things that have worked!

Main computer in the central room (yes its floating as we have no stand for it yet!)
First of all, the initial 'Use the computer' worked perfectly, as when the player has ridden the lift to the central room, they look around a bit first, but then go to use the computer. Once they do this they seem to press number at random, but eventually notice the map on the wall and enter the number shown there, this then allows them to explore where they are.
Darkened Corridor, with the alarm light guidance.
After a while of walking around the facility and trying to figure out what to do, the alarm eventually goes off, the lights go out and they seem to get a little confused...However, due to the first area being the only place they have been able to do anything so far, they seem to run back there, run to the computer and enter the code again! BINGO! This is exactly what I wanted, and has worked for the three testers we've currently had test the level.

All of the testers, when questioned after they player the level, thought that the alarm lights were guiding them even though sometimes they didn’t actually follow them. Adam, seemed to learn some of the layout before he eventually stopped, which meant he didn’t really need the lights to get back to the centre. Ollie pointed out that the lights were like those on an airport runway, showing a plane which way to go, which was great feedback as this shows they’re doing exactly what was intended!
One of the codes showing in the dark.

Something that also worked correctly was that Adam and Ollie both realised that codes would appear in the darkness! Thanks to Ollie exploring and walking to a dead end just in time for the alarm to turn the lights off, the code appeared, and from then he understood that some codes would be in the dark! however, Adam thought this when he went on to complete the 'Jump Room' as the code there is slightly in the dark (though I think I need to make it a little darker to get the point more across)
Although it takes some time for them to realise what to do, the testers seemed to eventually learn what they had to do! Unfortunately, a few issues in the kismet prevented some of them to actually continue so we had to go back to editing the level a bit to make it fully functioning.

Now for the things that didn't quite hit the mark!

Map Showing in the Main Room as the alarm is going.
Unfortunately, the first thing is the map. Although this might work with other testers, Adam and Ollie both decided to wander that facility themselves, Ollie thought to note down the map, but ended up not doing so, and unfortunately didn’t truly learn his way around the level. Though Gary eventually resorted to looking at the map to see where to go! The other point of the map was the first indication to things being able to be seen in the dark; however this didn’t really come across as intended, as they just seemed to think the map appeared and reappeared when the alarm went on and off. I might leave this as it is, and just suggest the darkness in another way however. I think I will see if showing a code in a dead end of darkness will suggest that to the player.
Jump Room entrance, showing the hint and the height.
The 'Jump Room' seemed to be alright, however only Adam realised what he had to do, but it was quite difficult due to the fact he didn't know where to jump and so it seemed TOO trial and error. Though we have added some markings in that room now to suggest the jump pattern, which he eventually noticed, but that was after countless tries jumping up and falling down! Gary found the jump room, however didn’t know what he had to do, he noted down the markings, but didn’t know what to do with them.
The way I’m going to fix this is by having a platform already protruded, showing that the way is up and to jump up there, but also have the lowest platform visible as well, so they know where to start. I also realised that I hadn’t put a window in that room showing that the objective would be on the opposite side of the wall, which was my original intention, so I will also add that!
The Computer Keypad, showing the symbols on the right.
Ollie seemed to understand that the symbols on the keypad corresponded to the different rooms, however Adam didn't. When he found the codes with the symbols next to them, he didn't actually pay attention to the symbols, just the codes, therefore was never able to open the other rooms!
The Stairs leading to the Water Room
The 'Important' Water Room Door
Finally, one thing that I never thought would be an issue is that one of the test room doors seemed to act as an important section of the level. According to Ollie and Adam, the 'Water Tank Room' (granted they didn’t know what was on the other side) seemed to look like an important door, as it matched the doors in the main central area and the stair cases on either side, mirrored each other, showing some kind of grandeur...? This was actually interesting to see and hear, as it was something I never really took into account when I was creating the level. So to fix this I’m either going to keep it the same but add a symbol next to it to show its just another door, or I will change the door to match the other test chambers.

Below are the videos I recorded on fraps with Adam and Gary, although they are quite long in length, its proof that the tests occured! So watch if you wish. (They arent great quality, I had to compress them so much to get them to upload on here...)



We will be continuing with tests over the next few weeks, and will eventually have a fully working level to the standard we want! After that, I will be posting a walkthrough of the level to show what it is we intend with each area, and how it works.

LATERS TATERS!

Thursday 11 September 2014

The Idea

Over the past week or two I've been working on a new level idea for the final submission for my MA.

The idea itself, much like the idea I created for my honours project, takes inspiration from the TV show 'LOST'. However it takes a specific section of the show, which I thought would work well as a level.
If any of you reading this have seen the show, my level takes inspiration from 'The Hatch' which for those who havent seen the show, is a place where one person has to press a button every 108 minutes, without knowing what will happen if the button is not pressed.


Scene from the show 'Lost' When then find 'The Hatch'


The timer that counts down ever 108 minutes

The idea for my level is based on this button press, I want to see if the player will realise that they will have to keep pressing the button, and if they dont then they will fail.
I learnt from my previous testing at the start of the year, that the player will always press a button if they're faced with one to press. (see 'The Help Test' for this information) With this information I have made the level heavily reliant on this button press, meaning the player will always have to come back to the main area of the level to reset a timer or they will fail.

The button press is just one of many mechanics which I will explain during the development of this level, but first how am I going to teach the player how to press this button? how will they now to keep pressing it? or how am I going to guide the player through the level?

The answer to the first one is simple, as explained about the player will press a button if they are faced with one, but just to add more temptation the room it is in will be dark, alarm lights will be on, and a single spot light will be shining down on a computer. When the player investigates the computer, the screen will be on and displaying 'E:/' this will be a subtle suggestion to press E to use the computer. The 'Button' will be a key code input on the computer and the code will be displayed within the level for the player to find. Once the code is used, the facility they are in will return to normal.
Screen Example.

A strong indication that they player will need to press the button again will only happen after about 3 minutes of them playing the level. As with the start of the level, once the lights go out the alarm will sound and alarm lights will appear. This shows that a similar thing is happening to what was happening before they entered the code...so maybe they should run back to the centre to check? this is the feeling I hope the player will get when playing the game.

Next is the guidance system. The layout of the level I have tried to make intentionally confusing, as i want the player to learn the way around it themselves. However, there will be reference points for the player to use, and to help them with this within the main computer room a map will be displayed. When the player enters the code on the computer and the lights turn back on, the map will then dissappear, indicating when the lights are off it will be visible again.

Rough Scrible of the painted version of the map that will be on the wall.

Aswell as the map being there for them to see when they first enter the main room, should the alarm sound when they have ventured out of this area (which it most likely will) there will be lights that will move down the hall ways the player is in, which will lead them back to the centre room.
This guidance system will be in place from the start of the level as during a small tutorial hallway which is just a straight hallway with only one way, forward, the lights will be moving down it hopefully getting it into the players head that they will help guide the way.

The reason I wanted to show the guidance, temptation to press the button and the map being visible from the get go, was because I recently watched a video about a game called 'Megaman X' which showed me a brilliant tutorial level without any pop up tutorials being shown!
 ----> link be here! https://www.youtube.com/watch?v=8FpigqfcvlM
It made me realise I would need to teach the player all the main mechanics of the game, before they even get to properly playing.

Below are the level designs I created for the game.

The Original Design for the level


As you can see this first design has a rather confusing layout with hallways all over the place.

Updated and Final Version.

However due to issues when Blocking out the level I decided to change it a little to have more straight corridors, but to still keep the confusing nature of it I added some stairwells to raise and lower the environment.

In the next post I will discuss a walkthrough of the level, along with other mechanics created with the knowledge of the original tests, such as 'The Symbol Test'.

Laters Taters! =P

Monday 8 September 2014

A Rough Ride

Hello again! its been a while... 

The Past few months of the Masters have been a pretty rough ride due to our team not making it to the interview stages of Dare to Be Digital. Though some of us felt passionate about the project and so we decided to continue creating it and working it into our Masters degree!

                      The Ballroom Block Map                     
                  The Battleship Block Map                


             Battleship Crew Quarters Block Map           

Naval Commander's House Bedroom Block Map






















Naval commander's House Living Room Block Map

















During June and July I focused on creating the block maps for 'A Broken Time' as well as mapping out what mechanics would be needed, where they would be needed and how we were going to teach the player through the design of the level (seeing as we were now not using this project for dare it required a little tweaking to work for my MA Theory).

The first was to make things look inviting and important, and so with the first thing you come across being the all-important archway (which is used for a variety of things in the game) we wanted to point the player in that direction and this is what it looks like.


The Graveyard Archway

As you can see, it’s a clear indication of where to go from the start of the game, with not only the archway in view, but also the Crypt in the back ground which is where the player has to go to collect the first item needed to progress. Once the player would have the item (which is a strip of film) they would then need to place it over the archway, an indication for correct placement of this would be the trees behind the archway swaying in the wind. This is a clear indication and the current surroundings are still in time, with you being within 'A Broken Time'...Get it? ;P
Archway Before

Archway After

Another example of subtle teaching is once the player enters the naval commander’s house, they will be able to explore, but once they arrive to his children’s play room, the room will be shattered. There will be a poster on some broken wall with something like (but not exactly) 'When the camera goes 'CLICK!' A picture appears' (due to this being a children’s room) this would indicate that the mouse click is how the player will take a photo of the environment.

HOWEVER! Unfortunately, during august our programmer backed out of the project due to finding work elsewhere, and so the rest of us (Me and Montee) were left with the idea and no way to realise it. This left us in a pretty bad position as we then had to come up with another idea we could create ourselves and finish it in time for our final hand-in.

*CUE BRAINSTORM*


Brainstorm One

Brainstorm Two

Luckily I had an idea already sitting and waiting for a time like this, as before I decided to work more on 'A Broken Time' for the MA, I was originally going to do it (the idea I shall explain in a later post!) but again problems occurred, this time because of my own faults.

So during the final two weeks of August I quickly tried to come up with a Level design and put this new idea in Unreal Engine 4 (which I’m very new to using). Eventually I had the level design ready and I then block mapped it within UE4, just like I had done with 'A Broken Time'. However, I personally believed I could learn the new 'Blueprint' (which is visual coding for designers) within the last two months before the final hand-in...However i was sadly mistaken as it was fairly different to 'Kismet' which is what I am more comfortable with within UDK (unreal Development kit).

Main Room

Jump Room
Level Layout

This is where i got up to within the time spent on UE4, in which all I could manage to successfuly do was get a door opening and some platforms moving...

Finally, I've decided to stick to what I am comfortable with and design the new idea in UDK, though this required me to block map everything from scratch yet again *sigh*

*CUE NEW IDEA*
Laters taters! =D