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Showing posts from December, 2021

SAG Week-6 Prototyping

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 I tried a few interactive settings this week, but some have been abandoned. For example, I tried Unity's AI-Navigation. But I don't think it is easy to use, so I use the A* pathfinding package. This package has better customization and is smarter. A* pathfinding  Web: https://arongranberg.com/astar/ Open the content of the letter (left click with the mouse), close the content and use Fungus to display the character's dialogue. Picking up objects. (Left mouse click) In addition, the Q key turns on the lighter to light up the environment. At the same time, if you click on the big front door, blood handprints will appear, the sky will become dark, and the characters will move back. All dialogues, instructions, I use Fungus: https://fungusgames.com/ This week I created these models

SAG Week-5 Refinement Story & Gameplay

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After the group discussion, I felt that my gameplay was monotonous and too linear, so I added puzzle elements in the game and changed some game content again. New Game Flow: I made some changes to the main flow and flow 2, and also I removed a game flow because I think that is not necessary.  Main Flow: At first, when the player saw the parting letter, he would say that he would go to his ex-girlfriend's house to find his ex-girlfriend. Then the moment he touched the door, the sky become dark, and the door also showed blood marks. Then the system will prompt player to look at the bulletin board. There will be two announcements on the bulletin board, one is that some classes will not lock the door because it is used for after-school tutoring. Another announcement is that students are not allowed to stay in school for more than 12 o'clock. After that there is a phone rang in the classroom, the character would say that his phone rang and wanted to see it. He needs to find his lock...

SAG Week-4 Wireframing and Prototyping

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 I'm using Probuilder to create a rough scene modeling in Unity. The scene basically should look like this. Besides, I have also tested an interaction which is pick up item behavior and applied it in my prototype. Initially, I used buttons e &q to pick up and drop items. After week 5 Monday Unity workshop, I learned how to use raycast and mouse click to pick up and drop items. Now I feel this interaction is better than e&q, so I change to use this method. 

SAG Week-3 Refinement and Update

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Last week’s idea lecturer said it was workable, but the gameplay was too monotonous, so I added some new flow to the game to enrich the gameplay.    Rationale: A student committed suicide at school because his girlfriend broke up with him. He became a ghost, he didn't know that he was dead and he lost the memories before death. In the game, the protagonist will loop in his memory, wake up and die, again and again... Main Flow: At the beginning, the game will briefly introduce who the protagonist was. He broke up recently, and he was very sad. . .  The game start at he woke up at the beginning and forgot what happened, why he was still at school, and the calendar on the wall said March 2015. Then he saw a letter. That is a broke up letter. The protagonist is very sad and wants to go to his girlfriend's house to get her back. Then the protagonist said that he should go home first. Before that, he wanted to get his phone from his cupboard before going back.  He wen...