I have been doing some brainstorming of ideas for my mod, focusing in on a concept inspired by the Playdead games Inside (2016) and Limbo (2010) (fig.1). I like the concept that I have come up with as I think it would be easy to turn into a short game working with the stub given to us.
(Above) Figure 1: Idea brainstorm for the 2D mod.
I have already incorporated a crude shooting mechanic into the mod project with the help of a 2D tutorial (Brackeys, 2018). Using a free mushroom asset from the Asset Store (Sev_4, 2019), I was able to make a projectile prefab which would be instantiated and fired in front of the player (on an empty child object named ‘firePoint’) when the left-mouse button is clicked. I am happy that I have been able to get this working in the game, however there are some flaws needing to be addressed – the projectiles only fire from left to right and don’t despawn after they have hit a collider, which could lead to potential memory problems if too many objects were in the game. I would also like to give the player the ability to aim before shooting. I will need to do some research and try to figure out how to fix these problems over the coming weeks if shooting is to be a core mechanic.
(Above) Figure 2: The projectiles being fired in game. The despawning issue can be seen too.
I enjoyed this week’s lecture on level design and environmental storytelling as I have always been fascinated with games’ unique capacity to telegraph different narratives through the exploration of their playspace. I enjoyed analysing how context affects the structuring of a level, with multi-player maps requiring a more free-flowing design, encouraging forward momentum, whereas many single-player levels are linear with minimal backtracking to promote the feeling of progression. This information will all prove invaluable to me when designing my 3D level design mod later on in the GAM150 module.
While going back over the lecture, I took the time to go over some of the recommended reading. I found the ‘What Happened Here? Environmental Storytelling’ presentation (Smith and Worch, 2010) to be particularly informative. It is apparent to me that environmental storytelling is a delicate balance, needing to be traceable for a player, and not only tell an individual story, but also echo the world at large. Their unique take on systemic environmental storytelling was something that I hadn’t considered and will definitely utilise in the future. The blog post from Joel Burgess on modular level design (Burgess and Purkeypile, 2013) was also insightful. It was interesting to learn of the ‘double-edged sword’ of modularity and repeated designs – while this framework allows for time-effective and cost-effective workflow, it runs the risk of causing ‘art fatigue’ for the player if the designers of not take effort to vary layouts and object arrangements.
Paul’s Unity workshop covered a lot of important features this week, namely colliders, tags and layers. I have used these features (particularly colliders and layers) in my personal projects, and so have a basic knowledge of them, but it was good to go over each in detail and see how they work in conjunction with one another. It was a lot of information to absorb in only two hours, so I will likely go back over the recording to consolidate my understanding.
As per every week, Paul recommended that we follow along with a Unity tutorial. This week I followed a ten-part tutorial (Brackeys, ) which took me through creating a 3D endless-runner-like game, complete with multiple levels, and title/credits screens (figs. 1, 2 & 3). I really enjoyed this tutorial as it was the first time I was able to create a ‘complete’ game and it taught me a great deal of helpful features and techniques.
(Above, top) Figure 3: A running level. The gameplay involves sliding left and right to avoid obstacles in order to reach the end goal. (Above, left) Figure 4: The title screen with an animated title and start button. (Above, right) Figure 5: The credits screen with a quit button.
References:
BRACKEYS. 2018. 2D Shooting in Unity (Tutorial) [YouTube user-generated content]. Available at: https://www.youtube.com/watch?v=wkKsl1Mfp5M [accessed 20 October 2020].
BRACKEYS. 2017. How to make a Video Game in Unity – BASICS (E01) [YouTube user-generated content]. Available at: https://www.youtube.com/watch?v=IlKaB1etrik [accessed 21 October 2020].
BURGESS, Joel and Nate PURKEYPILE. 2013. Skyrim’s Modular Approach to Level Design. [online] Gamasutra. Available at: http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html [accessed 25 October 2020].
Inside. 2016. Playdead.
Limbo. 2010. Playdead.
SEV_4. 2019. ‘FOOD Free’. Unity Asset Store [online]. Available at: https://assetstore.unity.com/packages/2d/textures-materials/food/food-free-145841 [accessed 20 October 2020].
SMITH, Harvey and Matthias WORCH. 2010. ‘What Happened Here? Environmental Storytelling’ [online lecture]. GDC Vault. Available at: https://gdcvault.com/play/1012647/What-Happened-Here-Environmental [accessed 25 October 2020].