Week 4&5: Level Prototype and Preparing for Alpha


In week 4, we worked on the level prototype for the first level of the game, which is the gift shop. We used the level design in the design document and replaced the temporary assets with our own, as well as added in the main game mechanics such as ghost movement, collecting objects, game UI for collection etc. We decided to use NavMesh for the ghost movement so that it will avoid obstacles and move more smoothly. Originally we had it so that the player dies on contact with the monster, but during the level clinic one of the main points of feedback we got was that we should expand on the main game mechanic in some way and perhaps add a health bar. So during our work on the alpha in week 5 we experimented with that and added a health bar for the player which decreases every time the ghost touches the player. 

Gift shop scene:

In week 5 we worked on preparing the game for the alpha. For the gift shop, we added in some text hints that guide the player to pick up objects and run when the last object is picked up since the ghost will start chasing them. We also tweaked the lighting in the scene to make the surroundings much darker so the player has to rely on the flashlight to see. We added in the win condition and hallways between the levels, as well as the next level which is the library. The library has many more obstacles that block the player's sight from the ghost, so we have to ensure the ghost moves properly when the player loses line of sight. We also added in the battery for the flashlight in this level, so that after a while the flashlight dies if the player has not found the battery.

Library scene:

In the next week we will continue working on polishing the game for the alpha as well as fixing some issues we have in the library level with item collection and ghost movement.

Get Don't Look Away

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