deepunknownyouthac
deepunknownyouthac
DeepunknownYouthAC
103 posts
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deepunknownyouthac · 6 months ago
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Responding to Feed Back
I added walls into my project so that players would not go though the floors roofs and the walls. This should improve the game greatly and I hope that this will mean that players will be less lost. This should overall improve the game and make people more happy.
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deepunknownyouthac · 6 months ago
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Games Anglia
I went to Games Anglia on a trip with the college. This is an event that showcases different games being made by both students from colleges and small companies, often referred to as indie. You are able to meet, talk to, and learn from real game designers and even speak to official game judges. At the end of the event, awards are given out to people who have made the best games, among other things.
I had an incredible time going around the event and presenting my game to players. Below, you will see two players playing our game, and they had some very positive things to say. I was very happy with the feedback they gave us and everything they shared.
I met many different game designers and spoke to them for an extended amount of time. I enjoyed doing this—everyone was very nice, and I learned a lot from the individuals I conversed with.
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I'm really happy I went to this event, as I feel I have learned a lot from the game designers there. I also gained a better understanding of the games industry, including how work placements operate in the world of gaming
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deepunknownyouthac · 6 months ago
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Final Easement
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deepunknownyouthac · 6 months ago
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My Gameplay Video
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deepunknownyouthac · 6 months ago
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I made a Quit button
I needed the player to have a way to quit without actually leaving the main game and entering a menu I did this by doing some code which made one of the bottoms on the joy stick the quit button. The code for this was easy all I had to do was select the button I wanted and then make it quit the game.
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This is a good way to give the player the option to quit without using a main menu.
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deepunknownyouthac · 6 months ago
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Add The End Audio To The Game
I wanted it so that once the player was about to reach the end of the game and win, they would hear one last voice line from the character that talked to them at the start of the game. They will tell you that you won and that you’ve reached back up with your squad. The code I did for this was simple: I used an Event Begin Play and plugged that into a branch. From there, that is plugged into Do Once, and then the level will restart.
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I think this was a nice system that worked well at telling the player that they had started the game and that they had ended the game.
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deepunknownyouthac · 6 months ago
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Creating The End Submarine For My Level
I wanted the player to have some indication they are going the right way at the end of the level. I did this by making the base model for a submarine that represents the end of the game for the player. The submarine model does not look good when seen in full…
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However it will never really be seen this way as the player will only see it from the front once they get to se half of it by that time the level will begin to end and then they will know that they have one the game.
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deepunknownyouthac · 6 months ago
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Making My Mines better for my game
My mines were originally just balls that were normal white color. I wanted them to actually look like mines, so I went onto a 3D website and downloaded mines from that site. I then ported them into the game, and it was a huge improvement for the game. I made sure to also add in a little bobbing animation so it looks like they’re going up and down under the water. This added to the game's realism. I made sure to also think about the environment, as sea mines are very bad for the environment and cause a lot of damage to ocean life. I made sure that when the player dies to these mines, there’s no explosion, so I'm not promoting pollution of any kind, and I also made sure to villainize these mines as much as I could to ensure people understood that this game is not promoting damage to the ocean.
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I love the new design of the mines and I think it helps bring a lot more realism to the game and also helps the player to see just how terrifying sea mines can be. They also just stand out a lot more to the enemy.
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deepunknownyouthac · 6 months ago
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Making My level Into A Cave #3
The last thing I did was place one large roof over both structures so that no cracks could be seen from inside the level. I also did this so that the player would truly feel that they are stuck in a cave and must get out. I'm really happy with how this level design turned out, and I think I’ve done a really good job of turning what was an old, boring-looking level into a complex labyrinth of cave systems, all flowing and moving around to provide the player with a solid challenge. However, at the same time, I also made sure to keep the level the same form and layout as my former version because I thought that this version did work really well in the first place. The player has many different ways they can go through the level and many different places they can get lost. This helps to create replayability to see if players will get to the end quicker or not, and also makes the game overall more fun for players because of the challenge.
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deepunknownyouthac · 6 months ago
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Making My level Into A Cave #2
I had done a lot with my base layer of the game in terms of level design, and while I had tried to keep it simple, I had, in the end, ended up straying away and making brand new large sections of my level. I wanted to make a more grounded part of the level, which helped my game's end section come together well. I achieved this by creating a top section of the map that forces players to put the asset mechanic to good use so they can go upwards into the top of the cave and then make their way to the end of the level.
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I made sure to have different sections to the level having the player start off at the bottom of the level at the back and then make there way though the lower sections of the level and then finally to the top of the level.
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deepunknownyouthac · 6 months ago
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Making My level Into A Cave
It was now time for me to make my level into an actual cave the first thing I needed to do was find a cave system that would work for mine. I ended up being sent a cave muddle which worked very well. I imported it into the game. I placed the mesh next to my level.
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The next thing I did was outline half the level I did this so that I could easily place peace's of the level on the canvas once this was done I new I would have half the level fully tested and completed. This worked really well as the player now had a large cave like section to work though with the eco location on.
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I did have one issue, however, when the player would go into one of these said caves, they would be locked completely out of them. This was because I had not placed in dynamic collisions, so I made sure to select each part of the cave I was working on and then add in collisions so the player could enter but also not get stuck on anything or go through the walls of the caves. This was hard, but in the end, it worked really well
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deepunknownyouthac · 6 months ago
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How I made My Eco Location
This blog post will go over some of the code that I did for my eco location system. I wanted this system so that players would be able to scan the area for mines. And also so that the blind players could hear where thing are around them. This of course would also help players who had trouble seeing but were not blind as now they would be able to see outlines of shapes and surfaces in the game. The firstly bit of code I did was to add in a mapping contexts. This would mean that the game had a reference for the games outline.
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The next lot of code is for the activation of the Eco location and then of course also for the deactivation of the system to. I started with an event tik which I plugged into a breach this will be the start of the making of the Eco location system.
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The next thing your going to want to do is select the button that you would like to be your button to fire off the eco location. You will need a sound generator to have the sound play only when the eco location button is fired off. I Then plugged this into a line trace so that the sound would be loader the closer you are to a wall or mine and then quitter the further away the player is.
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The next part is to get the range of what the eco location will be able to find and then there for show to the actual player in the game.
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I needed to do a Time line and then code for a time line so that the game could proses where the eco location was being fired on the map so that it could slowly go outwards towards the distance Infront of the player.
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Bellow you can see all the textures used to make up the Eco locations art and design for the game.
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The sound generator uses sound intuition to make sure that the player can hear the eco location that is being fired when the player presses the relevant button. It dose this by finding whatever martial its hitting and then connecting that to a vector promoter so it can see where the player is on the map.
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Once you place the main collision box around the map the only thing left to do is do the last time lines for the sound intuition for the game.
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Bellow you will find the totoras I used to create this system I was very happy with it in the end and think it is a great addition to my game overall.
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deepunknownyouthac · 6 months ago
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Doing My Controls Code
The following is what I did to have my joystick be my main controller for the game that I had made. This system was mostly simple all I had to do was going into the IMC_Deffalt. From there I needed to change the controllers and inputs from the WSD keys to now the joy stick. And the buttons. This meant that the controls for the game could not all be made just using the Joystick.
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Once I did this I went over to the Sub Pawn as this is the player character. Then I did the code bellow I connected Enhanced input Action AI_Move into Add Input action. Then connect add pins to Snap to grid. Once this is done connect this to an Add pin once this is done take Add input vector to floating Pawn Movement. Then connect this to Add Actor Location Rotation.
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This is how I made my Joy stick work for my game.
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deepunknownyouthac · 6 months ago
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I Had An Issue With My Water #2
I ended up coming to the conclusion that I did not want to get rid of the water that I had but also could not have it in the state that it was in at the time. So, I got the water and made it a material. Once I did this, I overlaid it onto the player's view so that when they looked, it looked like water was over them. I think I did this very well, and I believe it brings a lot to my game.
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This system works a charm as the low amount of light really fits the tone of the game. The blue coloring is the same as the water I had before, and the wave effect gives the look that the submarine is pushing water out of its way the further down the cave it gets. I love this system and think it works really well overall at creating a game that feels like it truly is set under the water at the ocean floor. The game's atmosphere is enhanced because of it and feels more real and creepy. This also just makes working on the level so much easier, as there is not water everywhere now that is hard to look at when trying to code and design the level for the game.
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deepunknownyouthac · 6 months ago
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I Had An Issue With My Water #1
I had a problem with my water in my game. The problem was that the water looked great in the free camera mode; however, the moment you pressed the player button, the player would automatically spawn above the water or on top of it. Any time I tried to lower the spawn location, the player would end up at the bottom of the map. So neither one would work.
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deepunknownyouthac · 6 months ago
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What I learned from my feed back.
After reviewing my feedback, I, for the most part, am very happy with the comments I have gotten and am proud of the work that I have produced. The only bit of managed feedback I need to work on is the collision boxes, so the player does not get confused going through the maze.
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deepunknownyouthac · 6 months ago
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Looking into the feed back from playtesting
I now want to take a look at how people found playing my game and make some comments about the play testing that I found while players were playtesting. I would like to see what people thought I could of done better and what people thought I handled well. I was happy to see that people were enjoying the joy stick controls.
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There were no bugs with my games eco location which was good.
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people seemed to enjoy the games art which is something I'm happy about.
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People seemed to also like the use of AI voice acting which I'm very happy with though some people said I should of used real actors I didn't really have the time for that but in the feature I will stive to do that next time.
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I'm really glade that people had fun while playing the game this makes me happy to see that people thought the game was well made overall.
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I will make sure to add more collisions to the game as I did notice people seemed to have some trouble getting around some of the areas in the game. As for the sound for when eco location is ready to use again I find this to be a very good idea if I have time I will add it in but for now I don't think it is a main priority.
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I was really proud to see that people could play the game with just one hand.
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When it comes to blind players, one of the main issues with my game is the sad fact that the controllers have stick drift. This is something I genuinely can't fix. However, if this was being shipped as an actual product, this would not be a problem, as I would buy brand new joysticks for the game. The only other issue with blind players is, once again, the collision boxes, which I will fix.
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On the all people seemed to find the game more accessible then not which made me very pound and happy to see.
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