Tuesday, February 25, 2020

Misplaced - Update and Gameplay Footage

New Playtest Feedback -

I recently conducted some new playtests and got some great feedback! One recommendation was to have the cameras shine a reed light, rather than a white light, to distinguish more. Also, the camera trigger zones to reset the level were a bit large and could be run into too easily. One thing players were split on is that if the maze was too confusing, or a good maze. Some of the players wanted even more direction on were to go, but others liked not knowing where to go, and just exploring and learning the layout of the area.

Changes to be made - 

I will change the camera lights and the camera zones as per the players recommendations. I do not think I will change giving the player more direction around the maze, the playtests were very split down the middle on this so I believe the best option is to keep it how it is.

Screenshots and Link to Playthrough - 


Top Down Level View
Starting Room
Another Room
Security Room
Hallway with Guard
Staff Room
Locked Document Room

Wednesday, February 19, 2020

Misplaced - Character Story

Character Story:

Let me preface by saying the story I am now telling has changed a bit. I have thought a lot about it, and the player is now a child that has been taken and is an a research facility. The goal is to find the document with their parents information and escape.

Quick and Simple Walk-through:


The character starts in their room with the door slightly cracked open. There is a stuffed animal on the bed for the character to collect, and more scattered throughout the level.


Upon going left or right out of the door, the will see a security camera with a light showing the radius of detection they must avoid. Everything is very dark with only a few lights on as it is night time.


The character eventually makes their way to the staff room containing keys to get into the locked area where the files are stored.


The key is on a desk and pointed out with a desk-lamp light


The character will then make their way to the documentation room and receive the files they need from the desk, then make their way out of the facility to escape.

Monday, February 17, 2020

Misplaced - Brief Feedback

Feedback

Changes I have made since last time:

I scaled my level back even further in terms of size as it still appeared too big. I have begun adding in the art assets as well. 

Changes yet to be implemented:

I still want to code a system for guard patrols and security cameras. I plan to do this by the next post.

Feedback Received:

I received some feedback today for my project as well. This included adding more directional landmarks for the maze, and having a one detection means restart to keep it difficult. They liked the maze a lot for being a maze, but wanted more subtle directional hints for direction. Overall it went very well.

Saturday, February 8, 2020

Misplaced - Whitebox

White Box and first round of play-tests:


From the original Top-Down Layout - I did not change much in terms of structure placement from the original sketch of the top-down layout. I wanted to keep the maze very complex and confusing for the player. I did however add enemy placement, security camera placement, possible decoration/hiding spot locations, locked doors, a key, the goal, and the escape. These are all visualized in the whitebox with the enemies being red cubes(they may have a patrol route and may chase the player, I have not fully decided yet), security cameras being a red rectangle, to include their cone of vision, decoration/hiding spot locations being blue cylinders, key a gold capsule, documents a gold cube, locked doors being walls that are black and grey, and the escape being green. I started by not having too many obstacles for where the player starts, but rather, more things to look at and maybe one or two obstacles to ease them into what is happening. As the player progresses however, it will become much more difficult with cameras and guards that could be around any corner. The objects are scaled up in size as to be more clear in the screenshots. Here are screenshots taken before my first play-tests:
Top-down perspective:
View into one of the hallways:
Feedback from first round of play-tests - I compiled a list of what my play-testers said, everything they thought was good, what they hated, and what they would do differently. These were my results:
  1. Too big in terms of wall size: This is a very fair point. I had an idea in my head for what I was going to do later with it being so large, but the players just felt tiny, and I felt that while watching, the character is not meant to be so small. Some recommendations were to scale the walls down, and tighten some of the corridors.
  2. Easy to get lost: Some players thought this was good as it made for a good maze, some players could not complete the level as they kept getting turned around. A recommendation was to add landmarks so players know were they have been, and I think I will implement this when moving out of the whiteboxing phase and adding art assets.
  3. More lose conditions: Players liked the security cameras and guards, but they wanted a little more variety. Some ideas were to add other patients that could give away your position or maybe if you ran too much and made too much noise in a short period of time you would get detected. I think these are all great ideas.
  4. More collectibles: Players wanted more things to pick up around the map, maybe a little reward for going into a room that they know they did not need to go in to. A reason for further exploration. I think this was a good idea as well.
After Revisions:
Top-down perspective:
View into one of the hallways:
Reasons for Revisions - A note, I added a purple cube to represent where the player starts in the level. Now as far as major revisions, starting with point one from the play-tests results, I scaled the map down so the player did not feel so small. I also added in a new collectible, those being the orange spheres. These will be more documentation into the character's backstory for the players that like to know why they are there.
Things I did not change right now and why - As far as players getting lost, I think it will help a lot once I add in art assets. With that I will do new play-tests, and if the players are still getting frustratingly lost, I will go back to the drawing board and make the layout easier, or add signs for direction. Also, more lose conditions is something I would like to implement, but I would like to mess around with it as I get into the actual coding of the game, then I think I can make some cool mechanics the player will enjoy.
Final Thoughts - Generally I would like to implement most of the ideas from my play-tests and I think that the play-tests went very well and I am excited to do more as my game progresses. I think play-testing is very crucial and can help in the creative process of making the game and ironing things out that I can not see myself.

Wednesday, January 29, 2020

Misplaced - Level Layout and References

Misplaced
Where is the level? - In a mental hospital
What does it feel like? - Ominous
Why is the player there? - You play as a patient in a mental hospital and you are trying to
escape because you believe you are wrongly convicted. You are trying to find your
document files and then escape without being caught
Mood Board:
The mood is to convey give off an eerie element in the air. The hospital is not completely
run-down, it is still mostly functional. However, you are able to discover some very dark and
disturbing places as you explore the building.
Level Layout Ideas:
I originally wanted a maze sort of layout the player would have to navigate through with
guards patrolling. I went through some rough iterations of this. Many tight hallways and
narrow corridors. I am still on the fence on if the player should be given the option of
finding a weapon to use, or strictly running away and hiding, but I dabbled with the
idea nonetheless. I also wanted long hallways for the player to navigate down as to help
keep the player on edge, not knowing when something could pop out. I also wanted many
rooms for the player to explore as it would not be easily known which one the goal was
in. Some dead ends as well to disorientate the player.