Wednesday, 21 February 2018

Gameplay

With the first sequence completed, we then went on to the creation of gameplay this wasn’t going to be a huge section for us since in the planning phase we wanted to just get a more visual scene rather than high gameplay and action this meant we had a bit of a problem we had to make the player get from sequence 1 to 2 while still keeping them interested. For this both I and Emma decided that the player should be chasing the rabbit from our concept art this was going to go in a sequence but we believed this would be much better use for it. For this I simply placed Emma’s rabbit concept art onto a block to give a representation of the rabbit then began to animate the box using a matinee sequence to hop down the level once the character approaches. This gave a good feel for what we were going for in our story boards and concept art.

From this we had another problem it was too boring to just chase a rabbit for 3 seconds down and empty level so Emma came up with an idea In a meeting we had to address this issue and that was to create a series of obstacle that you must travers but the rabbit con traverse easier due to its size, this mean the play couldn’t catch up to the rabbit to quick and also made the game more fun.

To go with this idea we needed prompts to tell the player what to do, almost like a mini tutorial to instruct and direct the players for this we needed blueprints set up with widgets that would open at set points and tell the character inputs to use for the character blueprint, this was a really good idea since this trick is used in the industry a lot and has become a staple which will not soon disappear.


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