26-03-2020
I should’ve definitely been doing other things today but I focused mostly on BPW and I got a few things done.
For starters, I added in the “you vault off the stairs and die” option. The trigger isn’t that big, which means that sometimes when you jump you miss it and live. That’s fine, because otherwise the trigger would get in the way with normal gameplay and we don’t want that to happen.
I also realized why my mouse cursor wouldn’t activate. Apparently the rigidbody first person controller locks the cursor which is why it won’t activate. So I disabled the lock and now have full control over the cursor. I changed the end screen back to the button version, because now I can actually press them.
The third big thing I did was realizing the title of my game is “What Lurks In The Dark” but nothing is lurking in the dark. So I added in a simple AI that follows the player and upon touch, the player “dies”. There’s two of these enemies in the game and they’ll probably be ghosts. I added a screen to the start of the game, letting the player pick a difficulty setting. On EASY the ghosts won’t appear, on NORMAL they will. I added this in because it’s super stressful to test the game with two gigantic white cubes slowly closing in on you.
The AI does move through walls and ceilings and floors, but that’s fine because they’re ghosts. They can just do that.
Instead of models of ghosts, I decided to make them glowing particle systems that are basically just white, moving clouds. That’s just what ghosts look like now.
27-03-2020
Today I wrapped things up and made a build of my game. I tried to add in a collectible counter in the screen but it wouldn’t work and it was frankly driving me insane so I gave up. The build is fully functional and both game modes are doable.
I let my brother play the game and it works exactly as it should. The opening doors by collecting collectibles system wasn’t completely clear to him at first but eventually he got it. I am not gonna change this though, because I think it’s nice to first have to do a little exploration before understanding the mechanics completely.
I also wrapped up project documentation, my Github and the gameplay video. I let some others play my game as well and they enjoyed it, which is really nice to hear. This will be my last post on this blog (for now), because I’m completely wrapping up the project and I’ll be handing it in shortly.
I really enjoyed Building Playful Worlds. I lost a little motivation along the way because we had a lot of things at the same time and it was very stressful, but I ended this project good. I think I made a nice game that I could probably clean up a little more, but that would be something for the future.