Monday, 27 April 2015

Advanced Games Development Overview

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.