Thursday, 9 October 2014

Testing the Idea... PART 2!

Over the Past week we have been testing the level and working out its kinks.

We've found had a variety of feedback, however most of the time the theories I personally set out to conquer have proven correct!

ALSO! We had the first completion of the level this week! This is a massive success! =D

However, I'm going to write about the tests we have done recently, what problems arose and how they've been fixed.

First of all, a lot of the main issues that we have come across have been one of two things. Either, a problem on my part (for getting certain kismet scripting wrong) or something’s just weren’t clear enough for the player to understand, although they were close to understanding, as when we told them after their test they then thought it was relatively simple.
The new darkened corridor.

So currently we have had about 9 people test the level, and all of them seem to understand what they are doing to some respect, however only one of the nine have completed it.
Three of the testers, Ryan, Farron and Josh, seemed to get stuck after finding the first code, as they thought that they don’t 'need' to explore to find others, they assume that a code is given after each puzzle has been solved. Though the other 6, Adam, Gary, Ollie, Jack, Adil and Joe, all understood that the code appeared in the dark. They all figured this out different ways however; though all are ways I wanted to happen. The three ways this is possible are:
1. The Map indicates that 'UVs' will appear in darkness.
2. I changed the code so that it was visible at the end of a darkened hallway at all times whether the lights are on or off.
3. Through exploration of the facility, should the alarm go off at the correct time, there are two other locations of codes that can be found if they are in the right area at the right time.
Based on these results I have only changed one more thing in the level and will be testing to see if this helps, I have made a symbol UV visible in the 'Jump Room' to indicate that there will be a code to find there as well.
The Visible symbol through the Jump Room Window
Crates infront of the Jump Room
Moving onto the jump room itself, this has posed quite a few issues. A lot of the tester’s didn’t understand what they had to do in this room, so much has had to be changed. When the player enters this room they if they look up they will notice a platform sticking out of the wall, this is to show the player where to go, but also how to get there. Should they walk close to a wall, a platform will push out and into them knocking them back slightly but its main indication is that there may be more in this room. If they look on the wall, the pattern for the platform layout is also on the wall, so they know where they have to jump to reach the top!
One problem I did think of however is the fact we haven’t taught the player to jump yet, so before they get to this room, I will be adding crates for them to jump over, to let them understand that jumping is an option before they enter the room it is needed in.


Shot of a door closing.
One main problem we found was that when the alarms went off, there wasn’t a great amount of time for players to get back to the centre, as I had set the timer to about 40 seconds for them to get back to the main room. We noticed this wasn’t nearly enough time as most of the testers would get stuck outside a lot and end up resetting. However this did help prove they understood they must get back to the centre to turn the alarms off, and also if they didn’t they would reset and everything would be back to normal, kind of like a 'Perma death'. So to stop this, I changed the timers not only on until they get reset, but the length of time it takes for a door to shut, just so if they player see's the door shutting, they will then understand the others will be too.
Along with this, most of the testers also understood that the alarm lights are timed and also that when the alarm lights that appear when the alarm is going off, are used to guide them. the other few thought they were either just for aesthetic purpose, or where a little disorientating. So nothing here needs changing.

The Botanical gardens

Next is the 'Botanical Gardens' Room, this is the main puzzle all the testers have made it to, due to the first code appearing in the dark Hallway being the code for this door. In here, the player must insert three vials into the correct plant pods, to then release a gas (which isn’t implemented just yet) to kill a plant that is blocking the door out. In here we have three more indications on what to do:
1. The first indication is the plant that blocks the door. The plant that blocks the player in is also a plant in three of the pods on the inside of the room, indicating the correct place to put them.
2. The correct pots will have symbols on them, each of them correspond the symbol on the Vial that needs to be inserted into the pod.
3. Should the player read a 'Hologram' that is on the pod, each will say a different colour, which is also an indication to the colour of the vials.

Before the symbol was moved
After the symbol was moved
What the Holograms look like in some areas
What the holograms should look like
Interestingly enough, most players (apart from one who linked the plants together as well) get here and only use the symbols to match to the correct pods. Although this might be because the holograms aren’t displaying correctly at the moment, and I have noticed a few of the testers go to read them before doing anything else. Here the only things that will currently be changed is the texture on the bots, and also the placement of one of the symbols as it was in too much darkness for testers to see.

BUBBLES! (Inside the water tank)
Currently only two people have made it to the 'Water Tank' room, however there have been a few issues here which i have no changed/fixed. The first time we noticed the tester (Jack) didn't turn around to notice that bubbles were coming from the floor when one valve was turned. So to give the player more of an indication that the bubbles actually exist, I have made it so the bubbles now come out of the valves in the area too when one is turned. This definitely had an impact on the second tester (Joe) as when he noticed the bubbles appear and disappear he then realised that something was happening. Although some of the scripting was incorrect, which ended up making him think he had to do other things he still understood the bubbles meant something.

Dark Room Before
Dark Room After
Two people have made it to the dark room also, our first tester Ollie and the current last tester Joe who also completed the level. Ollie didn’t particularly attempt the dark room, though Joe did. Joe tried a few things first; though mostly just running into the room and realising each time he did he got reset. Eventually he learnt that when he pressed the buttons on the outside it was showing him a safe pathway through the room. Whilst watching him I quickly realised this room was far too difficult and so I have changed a few things. First of all the room is now always lit, but when the player presses the button on the outside of the room they will go off and reveal part of a path in UV ink. I have also moved the second button that used to be outside, to the inside of the room as a sort of waypoint, but it also gives the next part of the safe path to the end.



Generator Room


A lot of the testers while exploring the level usually come across the generator room, which is used to help power an orb in the 'Zero-G' room. They all seem to think it’s important but aren’t sure how. So to help indicate what it’s used for, the texture of it is being changed to show the symbol for the 'Zero-G' room.


 
All of the testers have currently learnt their way around the level after a few times of wondering around, which is great! If they haven't after a while however they have gone straight to the map to figure it all out. They have also made a connection with the 'Chevrons' being there to guide them, however not all have made the connection to the colours of the chevrons to the colours on the keypad, most seem to associate the green chevron to the leaves outside the botanical room for example.

Finally, all the testers have also understood how to interact with things from the get-go, which is mainly due to their prior experience of playing PC games. This is perfect as I was aiming the main basis of this theory towards gamers; this shows that the controls don’t need to pop up on the screen for them to know what to do. Even if they didn’t understand how to interact, they saw the 'E://...' on the computer screen at the beginning and then understood 'E' was the interact key.


Above is the test video for Adil's test! again its quite long (not as long as some of the other testers though which ranges from 45mins-2hrs) Unfortunately I cannot upload Jack's test as my computer seems to die when I try to due to it being over an hour long!

Tests will be continuing until next week before the final hand in for my MA!

LATERS TATERS!

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