Tools used (to-date):
Future development tools:
3rd Party Assets (to-date):
3rd Party Asset considerations:
[Continues after flashback]
Nzir –
Shaman –
Nzir’s mother –
Villagers (Small interactions dialogue) –
Boss 1 –
Boss 2 –
Boss 3 –
Note: Not all Boss and character descriptions are finalized and there is still room for improvement.
Initial development began with a Rigidbody Controller for the player. It was important for the player to feel in control, give enough feedback, yet portray realistic movement. Two problems were indicated during this process.
As a solution to this problem I decided to use the Unity Character Controller component alongside by script. Adjusting artificial gravity and relying solely on the scripts rather than the Unity physics engine. This character controller introduced numerous player mechanics that gave the player freedom to explore different environments. Jumping, crouching, different movement speed types, and a dampened look rotation improved the quality of the game-play. These will feedback into later story-narrative game-play, and will not become useless features. If they are not used later on then they will simply be removed to keep only what is necessary.
With a toggle crouch the player was able to stand up and clip through objects above them. This was fixed with the use of Raycasts. I tested various Raycasts, however the SphereCast seemed to be the only feasible solution due to the radius of the character controller being sphere shape. This Raycast was directed upwards, and detect if an object were hit. If an object was detected then the player would be unable to toggle the crouch and become blocked.
For prototyping I have set up a miniature level utilizing ProBuilds and ProGrids. This will be used for white boxing levels later on, and then replaced with 3d models.
Health will become a unique selling-point to the game, as for when the game progresses your sanity will decline; therefore your maximum health will also decline making the game progressively more difficult for the player. A steady climb in challenge, but easily adjustable. The player management scripts take control of health, damage taken from fall damage/other sources, and regeneration of health over time if the player has not been attacked.
The player should be equipped with a Bow and a Spear that can be swapped back and forth. For prototyping Medieval Weapons asset pack is used as it comes with rigged weapons that can be freely animated. Animations are important for realistic feedback and immersion. The bow will be given a cross hair in which will close-in after holding the aim button. Shortly the player will run out of breathe, and will be put on a short cool-down until complete. The spear will have three attack animations that will be randomized, which will in-turn keep the player on their toes and interested.
Following on from this sprint I will be laying out the level with ProBuilds and collecting all necessary 3rd party assets to piece together puzzle ideas that fit alongside the narrative.