Last time we left off, we had just begun tinkering with the gameplay of the prototype, as well as starting to block out the layout of the level. In addition to generating some quick props, I had managed to help set up some rough level scripting to demonstrate the core gameplay. Since we had significantly less time to figure out the project, I wanted to help ensure that we did not bite off more than we could chew.
Thus, at the risk of oversimplifying, I suggested two obstacles to impede the player’s progress: seaweed to force the player to learn to cut with pincers, and a simple gathering quest to challenge the player’s skill at navigating with the unique control scheme. The goal of the game? Bursting this pipe. That’s it, really. I more complicated puzzles can be fit in further down the line, and so I’m not too concerned with the current complexity. Right now the most important things to do in this prototype were to demonstrate how the Oculus controls translate into the game.
I also took over for the making of the trailer, and I was glad to get the chance to practise film editing. Recording simultaneous footage of the player was crucial to selling the premise of the game, especially due to the control scheme being the Unique Selling Point. Overall I was quite happy with the way the trailer turned out – it really paints the game as a rather zen experience, don’t you think?
I can say with confidence that my understanding of level blueprinting were improved throughout the course of this prototype, as well as understanding some of the level layout and. In conjunction with learning to utilise the matinee a bit better, such as scripting a crab to move in front of the player, I think I will be better prepared to aid the programmers in aspects of scripting and design.
Overall, I personally enjoyed making such a simple game with simple interaction, as a far cry from what we usually attempt. The freedom to be able to just think about the level and the way in which it will all fit together makes things so much more enjoyable, especially when we don’t have to keep thinking about how a multitude of disparate parts would work together.