Tools used (to-date):
Future development tools:
3rd Party Assets (to-date):
3rd Party Asset considerations:
After some careful reconsideration of the purpose of my game, I have decided on a new approach to allow the player to take control over the anxiety / hallucinations / voices, and to switch to a less anxious world, or the same location with other dangers. This could result in a more thorough report, with a purpose to decrease anxiety, or give people that they can have control over it, while keeping story-driven game-play.
The first attempt at this mechanic was by adding 2 relatively identical scenes, with 2 player models based on each. This would act as a way to differentiate between the psychosis and the ability to control it. For example; hallucinations of enemies would in-turn become less of a threat, and pathways may be unveiled. This feature also changed my mindset about the player having a number of components. I instead created a player manager to hold important scripts relevant to the player. To create the seamless transition for the player between the 2 cameras, I took the vector, relative from an empty object in the scene that was identically placed in the second 'scene', and then applied that vector to the other player prefab. This would position the player exactly in the position of the other, but in a different area. I also took the camera rotational transform and set it for camera 1 or 2 (depends which camera is toggled).
Even though this was a seamless solution, having 2 levels within 1 scene would cost way too much processing power. There was a second solution, that was more time efficient and still had layers of potential. At this point in time I am only using 1 player prefab, with 2 cameras that mask only appropriate layers (Normal and Psychosis). This means that objects that were visible before, are now no longer rendered. Although the colliders for these objects are still in use, and therefore I had to create a list of all objects with the relevant layers and toggle their colliders if and when they are toggled.
In the upcoming weeks, further attention will be given to level design, implementing the tribal village and forest landscapes. These landscapes will go hand-in-hand with puzzle designs, but keeping the puzzles relevant to the main narrative so the player does not lose interest.