Entry #1- Feedback from peers
In today's session, we received some feedback from our peers on how they think our level is going and what we can do to make it better. We received some great feedback that will help us further improve the level to make it better and iron our any bugs or mistakes that people have found. I really enjoyed having a look at the work that my peers have completed as it is a great opportunity to see what my other peers are working on and how far they are in their project compared to where i am.
The first bit of feedback we received related to the keys or buttons that the player uses to interact with the different objects throughout the level. I agree with this statement as, at times even i get confused as to which button i need to press in order to interact with an object. I am going to either change the read key from "E" to "F" as this key already controls the picking up of keys, weapons and opening doors, so it would make sense to use this button as an interact button rather than use a completely new one for the read function. I think the game would also benefit from either a menu system where the player can look up the controls, or either a text pop up that is displayed on screen for the player so that they can see which key does which. I think then i may need to change the key for the discard button, as "T" is not used in many games, so i will look to see which keys are the most used and i will change it to that.
Secondly, there were some comments about the lack of lights within the level making it dark. At the moment i have not added any of the torch models into Unreal, so there is currently no lighting being created from inside. On the other hand i have not yet built the lighting and so this is not a major issue at the moment. The reason for this is so that i can easily edit the level still without getting any lighting issues when i come to change anything within the level.
I am planning to put some lights within the level and so i hope that this will solve this issue, but i want some parts to be unlit as the player will have to use their torch to navigate their way around the level. I am hoping that this will help to create tension and a horror atmosphere as the player will not be able to see what is in their surroundings. Using this feedback, i am planning to model a couple more assets such as candles to dot around the map to light up the level. I already have a torch to mount on the walls, but i think it would be better to model some candles to place on tables around the level.
I am really happy with some of the positive feedback also, there was a comment on the decals that i have created looking really nice. I appreciate this feedback as it took me a very long time to figure out and properly fix so that it looked right within the engine and so it is great knowing that it looks good and my peers like it. There were a few comments on the interactivity features that i felt good about as these parts took a lot of effort and time to create also. I spent hours trying to get the weapons system to work and when i finally did it i was so relieved and excited as my hard work had finally paid off. There was a comment saying that one of the weapons did not work, so i am going to go back into Unreal and try and re create this bug in order to try and fix it, as this would be a real issue when it comes to someone playing the game.
Entry #2- Unreal
Today i have been carrying on with some work within Unreal, as Callum has sent over some of the textures that he has completed. Now we have textures for the following; table, books, doors, bookshelf. With the textures imported our level is really starting to come together. I am excited to see how all of the other will look within the engine and how they change the way our level looks. It is really rewarding seeing all of the textures within the engine as we can now finally see how both of our hard work has paid off after all this time.
In addition to this, i have also added a new room onto the starting area and altered the living quarters slightly. I decided to change this as at the moment the level is quite linear, so i wanted to give the player a few options on where to go. The new room still leads to the same place, however there is now a bit of an opportunity for the player to explore the level. There is not much in this room; it is just going to be a storage space but i think that i am going to place some objects in the room for the player to pick up such as lock picks which are needed to pick the doors open. It also makes the level look like it has been inhabited and that you could actually see someone living in the space. I have not yet created the lock picking function and so i am not too worried about what goes in the room at the moment.