Design Insights Project 2

My random thoughts over the week of working on my game.

Ask the player a question, of someone that they trust, or someone that they love? It’ll excuse the derogatory terms dilemma when naming your companion.

Working on Navmesh in 2D settings do not work, as the Navmesh is working on the X and Z axis as opposed to my original X and Y axis.

I should either buy a Navmesh 2D plug in, or move my work to the X and Z planes.

Rewrite the movement, so W = moveUD = 1, S = moveUD = -1; Not fun ^^^^ Fixed the rotation. Movement does not work as intended. Redo movement. Have dog set to chase after the rabbit that is closest to it?

If statement, asking what level it is, if the scene is Cabin, set the movement to lock the W and S keys, as well as the Q and E rotation keys. If it is outside it’ll bring back the normal top down controls.

If statements showing the dogs health(?) If the dog is OK to go out it’ll sit by the door, if it is sad and wants to play it’ll stand in the middle of the room. If it is sad and does’t want to do anything, or close to death, it’ll sit by the bed. If statement random between 2 values, 1 means winter blizzard, 2 means clear skies.

Moving towards the door, if blizzard, text dialogue pop up saying “its too cold, I’ll die out there” Pressing E will send the dog out. If statement of how well the dog is doing, will determine the chances of it dying.

I broke my movement (Saturday) and after 7 hours of working on the movement, the dog logic, the bunny logic, the Nav Meshing issues with the spawn points and such and then the GameManager died halfway through implementation due to me completely missing a simple line screw up.

I have the basis for the Dialogue implemented, now I just have to write up the dialogue, and set up where and when I want specific stuff to pop up. Looking at the current rate of things, I believe I’ll be able to have a very poor game by Thursday, but I’ll most definitely continue work on this project because I thoroughly enjoy the idea, and desperately want to get this emotion game working.

The beginning of the Project 2 “Winter”

I’ve been working on the GDD, though not very much has been added, I’ve been internally contemplating, talking to an Audio guy; Francis. The internet has been playing up for me as of late so loading my Google Drive has proven more than troublesome and a quick prototype to see if I like the movement for the top down segment of my project was completed on Saturday, and since deleted because it was relatively simple in design.

Some insights I’ve had for getting my NPC dog to be attached to the player in some way was to think of ways to have it act on something the player wants, without them realizing it. I was contemplating having the dog stick by the player when it was not chasing down animals, but as soon as a rabbit is visible in the game screen it’d chase it down for the player, leaving the player to hunt for themselves. I was hoping some form of bond and co-operation would happen here, forming some artificial trust or actual trust in the companion would be viable.

To strengthen the players connection to the dog, I was hoping to implement a naming feature to the companion, but knowing the general gaming audience would take the Pokemon route and name it like they would their rivals, with a plethora of swear words, and derogatory terms. So its still up for consideration if it should be added in, considering a the emotion tied to the companion is ruined if its lovingly called “FuckFace”.

Since I’ve been working on an audio asset log, I’ve come to realize that games have a huge amount of audio in them, and should probably dedicate some time to getting the right descriptions for the assets I want.

Studio 2 Project 2

So I have to make a game that transports the player on an emotional journey. So I guess I’m gonna have to kill a dog or something.

Dream Company Bethesda has rekindled my love for them with their E3 conference. So I’m hyped 😀

I suppose with my project, I want to make the player feel attached to this dog, and then kill it. More ideas will come surely but currently I’m still salivating over the Bethesda E3 conference. But I’ve had a think at least!

Studio 2 Week 1

Studio 2 is a thing! Make a game in a week! I chose mine to be about censorship. I seem to make negative progress by the time I dig into the work. I can happily design stuff and work my way through the process of how mechanics work and how they change the game, but as soon as I have to do them, its like hitting a brick wall, that punches back.

I worked on getting the basis of the game working, moving up to specific items will prompt a text pop up with some flavour text added in, allowing the player to remove the content from the world. Also pop up text from an NPC who will respond to the removal of an item. Having not initially understanding what coding practice I should utilize, it took longer than expected and I feel like I’ve wasted my time on this project. Despite all that, I’ve managed to set the game up to a point where I can easily implement more content, based off of the initial framework. Aside from that, all I can really say is work is being done, and will be ready in some form or another by Thursday.