sub2jayplayzyeet
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sub2jayplayzyeet · 3 years ago
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Importing My Can
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This My can that i had created within Maya and the cover in Photoshop. i had the shape and the texture imported separately, but then i had to edit within the view port and add the texture from the content browser. When adding the texture on Maya i had to wrap it around the cans structure then it was ready to import. i had it imported within the content browser within unreal engine which i then dragged and clicked it into the view port which allows it to appear in game. the game was really small so i resized it to be able to fit on my shelves within my game. the quality of the can came out really well and im pleased with my can. 
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sub2jayplayzyeet · 3 years ago
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Comparing My Game Against Other Games
I would compare my game mostly to Tomb Raider, Metroid Prime, Aether and The Witness because of the feel of the game and the atmosphere that the game and that they all make the player feel hopeless, isolated and afraid. All have similar styles because they are all based in quite places where the character has to try and escape, which is there main goal and that when the atmosphere is silent, isolating and lonely, it will cause the player to slowly press forward into the levels and that the player feels scared because of the lack of support and atmosphere. These all have purposes to have the player be cautious at all times when proceeding into the next levels.
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sub2jayplayzyeet · 3 years ago
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Creating A Strong Atmosphere
By creating a good atmosphere i have made it so it is hard for the player to see, this is so they become dependant on their flashlight and that the layout will be confusing but not too difficult to understand. i have also made it so there is a lack of background music so this creates tension for the player and that they feel isolated and alone and that they feel like they are being watched. Games such as Tomb Raider, Metroid Prime, Aether and The Witness have a good atmosphere that makes the player feel alone and hopeless of escaping the place they are trapped in and that they are isolated and that there is no one that is gonna help them along the way. i did this so that it makes the player take self control and so they dont get too dependant of being given the answers but instead they have to take control and journey forward into the darkness. 
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sub2jayplayzyeet · 3 years ago
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Puzzles In My Game
I would compare my puzzles mostly with like the Resident Evil 2 Police station because there not too simple and not too difficult. They are mostly just find the keys within the level and unlock other items that would fit within the certain places that they need to be in. In Resident Evil 2, you as the player, has to collect different items that would allow you to get to the different medallions so then you can use those medallions and open up to the next level or area, which is the same approach as what i am doing with my game aswell, because i think it is most fitting within this environment and level that i dont think the player will find too difficult but it will also need them to think a lot more and figure where to go first. 
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sub2jayplayzyeet · 3 years ago
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Creature Designs
When playing the game, the player would come across a series of enemy's that would make the player shoot and kill them throughout the game. unfortunately i didn't have time to create the AI and the designs for the creature but if i did have time, i would most definitely create enemy's for the player to fight against. As my game is taking after the Doom and resident evil approach i wanted something not too demonic and not too a zombie style as my game is placed within a mall taken over my a dark super natural force aka demons. i guess that the people that were shopping there have turned into flesh eating monsters but something between zombie and demon would have fitted most in my game. Creatures from games like Doom eternal, Dead Space and Days Done have very similar creatures like zombies, demons and Necromorophs and would be very fitting to my game. and as im going for the demonic side, i think demons would fit in more well with the atmosphere and the level design more than zombies and space creatures, even though they do looks terrifying to fight against.
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sub2jayplayzyeet · 3 years ago
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The Theme Of Satanism
My game is about a lady that works at mall, and she is called into work for black Friday but all is not what it seams. my game is like a combination of doom, resident evil and bendy and the ink machine and Doom uses a lot of hell and satanism background because that what it is based off and i wanted to use that similar style, like a lot of red lights, symbols and chants. Satanism is the use of symbols and other religious practises and of the association of hell and the devil. i tried using this style when creating my game and i used this style when creating my can design which can out really good. i used a devil design, the ingredients had gory content talked about and the colours red, yellow, orange and black which connotes to fire and darkness for example hell. i used this style for my game to give it a hellish atmosphere and that the place has been taken over my a dark, supernatural force.
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sub2jayplayzyeet · 3 years ago
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Adding Colour To A Material
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Here using code we would create a new material then add base colour. i then double clicked it on the material within the content browser, then double click again on the Constant3Vector then connect them to the base colours, allowing me to access the colour palette, this allows me to change the colour of the actor. Once completing the code and the colour has been chosen, out of the content browser (i named the colour actor what colour it is then duplicated it and then changed the colour on the copy and named it their colour therefore it doesn't get confusing) then dragged it from the content browser to the other objects within the veiwport and then let go of the actor and then it would change the colour of the object that i dragged the colour actor onto.
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sub2jayplayzyeet · 3 years ago
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Research: Minecraft, Crossy Road and Atlas
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Minecraft: is a video game that is made out of all different types 3D blocks. It is a survival, puzzle video game, sandbox based game and then the player spawns into the randomly generate world, they have to build, craft weapons, food and armour so they can fight against monsters and other types of enemy's that try to kill you when its night and even other players. Minecraft is fully made out of 3D blocks, even the mobs (creatures) and the players are even made out of 3D blocks as well. 
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Crossy Road: is a arcade style video game only on mobile and its based of the joke “why did the chicken cross the road”. it is a sidescroller type game and that the player has to get the character on the other side without dying. This game also consists of parkour and the usage of swiping on the screen to allow the character to move in different directions. There are cars to avoid, rivers, animals and even trains and if your too slow to make a certain jump and the bottom side of the screen touches the character, its game over. the game is constantly moving and this creates tension that the player can stop moving and has to make very careful decisions.
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Atlas: is a first person, pirate fantasy survival game, with thousands of other players to team or fight against. This game is tasked with conquering territory, building ships, hunting down buried treasure, recruiting a crew, and plundering your way around the world and killing monsters that guard that buried treasure that everyone will be wanting to get their hands on. The game even has a story that is explained by lore that you can find in the game. 
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sub2jayplayzyeet · 3 years ago
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What Is Voxel? And What Tools Did I Use?
Magical Voxel is a software that allows uses to create assets by using 3D blocks/ cubes and used for mainly 3D modelling. i will be using Voxel to create my assets then import them into unreal which will allow me to add my asset creations into my game therefore the player can use them and interact with them. There are various tools to use when using this software when creating my assets such as the attach, erase and paint tools, these allow you to add blocks, delete blocks and paint the individual blocks, by using the colour pallet on the left. I will be using this software instead of Maya as im more comfortable using this software than the other and i like creating the assets in this style.
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Example:
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sub2jayplayzyeet · 3 years ago
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Adding All Assets
Key
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Token
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Doors
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Key card
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Hammer
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Door key
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Locker
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Vending Machine
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Shelf
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Here i have transferred all of my assets from Magical Voxel too Unreal Engine. By doing this i had to export every single asset as a OBJ, then opened it within unreal engine from importing the assets from my files that are on my hard drive. I then dragged in the assets that weren't all ready a blueprint class and then again dragged the texture from the content browser onto the asset, then the texture would load onto the asset and i also resize and reposition the asset so it was at the right size and right place. It was different for the other assets such as the keys and other items because i had to change their original shape from a shape to the asset, then i had to also change the position and how big it was, but it would also change the size of the box collision and then when changing that it would change the shape of the asset once again, but i had figured it out and all my assets are in my game, and there is nothing else for me to do.
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sub2jayplayzyeet · 3 years ago
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Improving From Feedback
Before
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After
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From my feedback someone had requested that i would make the flashlight brighter so they are able to see better and be able to see where they are going on the level, so i solved this by improving the intensity from 100,000 to 300,000, therefore making it brighter for the player to be able to see better.
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sub2jayplayzyeet · 3 years ago
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More Feedback
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After adding more questions to my survey for people to answer after playing my game what ways i can develop on and improve, honestly the answers were that the character would still be able to move during a cut scene and the characters jump sound effect can be spammed and it will play even when not jumping and it would continuously play aslong you are spamming the space bar, but these problems actually don't have a solution to fix it. There was a problem saying that the flashlight was bright enough, but that is easily fixable. The feedback was helpful to ensure my game was enjoyable and had no problems with it and i will be acting back on my feedback that i was given. 
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sub2jayplayzyeet · 3 years ago
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Making Lockers In Magical Voxel
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Here i have created lockers for the start area where the character will spawn into the game, the open lockers with contains keys and the closed lockers wont be accessible for the player. the lockers will be open automatically so you don't need to collect keys in the process, only to get too certain areas that requires the correct key. 
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sub2jayplayzyeet · 3 years ago
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Google Forms- Feedback
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Yeah are my results from the feedback that i had gotten back, this is helpful because i can see what they like about my game and what i can improve on the weakest points of my game. i have gotten a lot of good responses and what too improve on and how everyone has gotten on with my game and if they liked it or not. it seams that 100% of players enjoyed playing my game and left some good/ helpful feedback for me to develop upon.
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sub2jayplayzyeet · 3 years ago
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Changes After Feedback
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From the feedback that i have been given from my games survey, one fix that i have included was by adding an eerie sound effect so when the player starts playing the game, it will loop this eerie atmospheric sound so then it gives the area more atmosphere. 
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Here there was some textures that didn't load in the game and i had fixed it by adding color to the blocks, i have also checked the whole level too see if there was any missing blocks or assets that didn't have any unloaded textures, just to be sure.
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sub2jayplayzyeet · 3 years ago
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Making Doors In Magical Voxel
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These doors are what blocks the player from going into areas and with out the key, the player will not be able to proceed through to the next area. The grey door is for the employees staff room/ starting area of the game and the other door will be for all the other rooms except for the areas protected by the metal shudders. The multicolored door was made in the colors red, yellow and orange to really give the demonic feeling of the level.
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sub2jayplayzyeet · 3 years ago
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Making Keys In Magical Voxel
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Here i have created the different keys that the player will have too collect through out the game that will allow the player to explore new territory. Keys such as the gold, silver and bronze keys will allow the player to open specials doors that will lead them to special areas to then collect the other keys to go through the different areas of the level. These keys and all the assets were created on Magical Voxel.
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