Week 3


Week 3: Time

Cian:
After the positive feedback received on my second prototype, with people enjoying the atmosphere and the unconventional control scheme, I wanted to continue on in a similar vein with my next prototype. 

With the theme of time this week, I wanted to explore the concept of having time limits or certain events tied to an in game clock similar to how "The Outer Wilds" is structured. I spent some time creating a scalable in game clock model that could tick normally and trigger events at specific times. This concept will most likely end up being used in our final release. It was quite tedious getting the ticking audio to sync up with each tick of the clock but I got it as close as possible in the time that I had. I also experimented with a different camera perspective, opting for first person rather than the static camera angles I used previously.

For next week, we want to decide on how our game will control and which camera perspective we will be using, as we have tried using many different movement types and camera controls throughout our prototypes.


Matthew: After taking in account to the feedback to the playtests, I decided to remove jumping and sprinting for the time being to see if it makes the players more alert to their decisions as they have less options. 

With the theme of time I decided to add a day-night cycle where during the night fog comes in and hostile enemies spawn and despawns them in the day. I fixed the enemy AI for last week so now they are able to wander. Barrier indicators have been set up in the level as in the previous version they were not there. I enjoyed the fog mechanic and will most likely implement it in the full game.

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