Skip to main content

Semester 2 Project Reflection

What Went Well

I believe that one of my strongest skills in games design is the creative brainstorming of new and interesting mechanics. This project involved a great deal of coming up with new ideas as it existed in a few different forms over its duration, each with different mechanics for different purposes. Unlike my semester 1 project, I did not begin this one with a clear idea of a game I wanted to make in mind. My approach instead was to experiment with creating different mechanics and see if any felt as though a game could be built around them or at least include them. This method meant I had to come up with many different ideas for gameplay mechanics, even if just to briefly practise creating something.

Another successful aspect of this project was my quick execution of gameplay mechanics I had a clear idea for. There were some points during development when I had an idea for a mechanic and knew exactly what I wanted it look like, what it could be used for, and how it should feel for the player. In these moments, I felt I was very efficient at creating this in Unreal Engine using blueprints due to my programming background. This was a valuable skill to have for this project because I changed directions a few times, meaning I often had to quickly reach a completion point with gameplay.

What Could Be Improved

The thing that I struggled with the most in this project was consideration for player feel. Because of my computer science background, I am used to approaching tasks logically and solving problems until they meet the requirements. As this project involves player feel and player reward, I had to consider a more design-based approach to creating mechanics, thinking about what I want my work to make a player feel when they play rather than want I want them to be able to accomplish. An example of this is the axe pulling mechanic. I wanted the player to feel strong when yanking it out of an object so added a slow build up, a shaking camera, and some field of view changes. After a few iterations I managed to shift my way of thinking to accommodate player feel in this way, but it's something I will have to work hard to improve upon in future projects. I believe embracing this approach will elevate my technical design skills significantly.

Comments

Popular posts from this blog

Semester 2 Submission

Project Outline This project is an exploration into player feedback and player reward in game mechanics. I have explored this by creating mechanics in Unreal Engine, imagining how they might be used in a game, and how a player might feel when using them. This exploration progressed into player reward in puzzle scenarios, which links into my current area of research. I looked into how visuals can create a language that the player will learn to understand while playing the game, and will guide them through problem solving in the game.  Project Context My semester 1 project was a core puzzle game, meaning the game was centred on a central puzzle mechanic and expanded from that point. I wanted to explore a mechanic that was more of a peripheral puzzle that exists as side quests to the main gameplay. Many popular game series have main gameplay mechanics with puzzles along the way, such as Batman Arkham, Resident Evil, and Tomb Raider. As these types of games are extremely popular and (a...

Design Inspiration Semester 2

First person adaptation I decided to switch the view of my game from third person to first person. I made this decision because movement around the levels would sometimes give the player a confusing perspective (if they had their back to a wall for example). I moved the camera to instead hover above a pair of arms, that would be used to show the hand movements from a first person perspective. The challenge now was to recreate every animation in first person instead. I looked into first person games that think have good first person hand animations. I think Dishonored (2012) is one of the best example, as it relies heavy on the tools and abilities that centre around the player character's hands. One of my favourite aspects of the design is the way the knife moves from a regular to a reversed grip when entering stealth. The knife is clearly visible and serves its purpose in both grips and it tells the player they are in stealth mode without the need for another visual prompt (there i...

Semester 2 Project Progress

13th January 2025 To begin this project, I am experimenting with creating different game mechanics. This is to build up a repertoire of skills in Unreal Engine and also see if any mechanics seem as if they can be adapted or incorporated into a game. I began by using free assets to make a character that can run around and execute an attack pattern. This was just to experiment with the assets and create a character that I could test other mechanics with. The first mechanic I created was one that lets the player grab an object and pull it toward them. When within a defined range, the player's reticle changes shape to indicate to them the object they're looking at can be grabbed. Grabbing it moves the object on an arcing trajectory toward the player. This could be used to grab a weapon to use, to bring an enemy closer to be attacked, etc. 14th January 2025 I added functionality for the player to hold an object and attack with it. When an object is pulled toward the player and reach...