Move over to Unity
After further discussions early on with the programmer, it
became clear that the move over to Unity over Unreal Engine 4 would be the best
option. The programmer had much more significant experience within Unity and
the time it would take to do what we needed compared to Unreal was too great to
not take the opportunity.
This meant though, having to rebuild the entire level again
with Unity. This deemed to be a step backwards as I had already complete it
within Unreal, but it was for the benefit of the project. I recreated the level
using the cube shape within Unity as I had no modular assets yet from the
artists at this stage of development. This was primarily to get a sense of
scale and a visual for the artists. The shapes and sizes of the cubes within
the level later were created as modular assets by the artists.
Again, this meant I had to go in and rebuild the level for a
third time using the new modular assets and the floor pieces provided. Once the
level was built once more, I had a check over with the other designer and
artist to make sure that the level design was suitable and acceptable for the
project.
As development was going on, the artists were supplying
white boxed and completed assets to the groups Google Drive. As this was
happening, I would start to place them throughout my level to the appropriate
areas. I placed down the assets throughout the level in a narrative sense. For
example, there are bones scattered on the tables next to cleavers. This makes
it appear that there was some mutilation of whoever was occupying the dungeon.
I went for the same narrative telling in the boss area, where there is bones
scattered and a cooking area in the middle of it all.
After the assets had been placed throughout the level, I went on to adding the lighting to the level. These are point lights scattered throughout which illuminate the rooms but only to the point where there is still a shroud of darkness throughout.
Once the level had been decorated and lit, I play tested the level, giving back any feedback and bugs to the relevant developers.
Item Names and Stat Balancing
I was assigned with the tasks of creating names and stats
for the weapons and armour which would be featured within the game. Due to our
King being a proud Scottish king, I went ahead and named the weapons and
armours which related to Scottish themes. I went ahead and research some of the
more common themes within Scottish Heritage and also looked at myths and
stories. My personal favourite is the chicken leg which is called “Leg of
Edward II”. Edward II was an English king who retreated during the Battle of
Bannockburn, which was a significant victory in the Scottish Wars of
Independence.
The stats vary amongst each of the weapons and armours. To
ensure that the best balancing is achieved, the items vary amongst stats
depending on their size. For example, the short sword will have a fast attack
speed than the battle axe, but the battle axe will have higher attack power.
The same goes for the armour, the larger armour parts such as the body armour
has higher defence than the helmet and leg plates. A screenshot of the armour
and weapon stats can be viewed below.





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