Tuesday 4 December 2012

Week 12 – More GDW progress, working on Bloody Mary



Ghosts found in the bott
                As usual, for the past week, my group and I have been working hard on our GDW game, Bloody Mary. We have added the option to choose between a boy or a girl as the main character, which will eventually affect the sounds that the player’s character makes whenever he/she is hit by a ghost. Also the death sound will be unique to whichever gender the player picks. This is supposed to satisfy part 3 of prototype 3 for this course, as the player is allowed to use expression as a reward. The player can choose the gender of the character that they want to play as, and he/she is able to freely choose.  I also created a bottleneck in my GDW game, which consists of 3 ghosts in the second last room, the one right before the exit. This bottleneck was very hard at first because I had put 4 ghosts inside the room, and the speed of the ghosts were also higher than before, so there was a very likely chance that the player would not be able to survive this bottleneck and make it to the exit.
Male and female versions of the main character

I had also worked on fixing the rotations for all the doors in our level, so that they rotate properly, and in the proper direction, especially with all the crates added into the level as a puzzle. Sometimes, the door’s rotation was counter-clockwise, so when the player opens the door, it would hit the crate and send it flying away. But by changing the rotation to clockwise, the problem is solved, and the player must move the crate first before entering the room, even if they attempt to open the door. Some of these rooms that have a crate blocking its door have health or oil power-ups inside them, rewarding the player if they can ‘solve’ the puzzle.
One of the fixed doors
That’s all for this week, stay tuned for more updates next week, the last week of class!

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