So I finally have completed all my tests, and have uploaded some brief youtube videos so you can see for yourselves! My next move is to enhance this to Unity webplayer on my blogger page, although for the time being, I know I have videos to fall back on. This would be extra helpful as my 'Sound' test didn't quite pan out. Sure enough I have it working, but my screen recording software wasn't picking up the background music and footsteps which is frustrating. In the mean time, feast your eyes on these. . .
http://www.youtube.com/watch?v=rSywraePaB4&feature=plcp
This first test explores how the player will interact with the environment. The notes that the player picks up are very simple to use, they just have to click. The note then enlarges so the player can read it, and another click closes the note. The simplicity means that the player doesn't have to faff about with buttons and controls, and I've even added a particle system that runs before the note is read. This means that it will be more eye catching for the player and easier to see in the darkness, and after the note has been read the particle system stops, so the player knows that that note has been seen. It keeps the whole process very streamlined and I am pleased with how it came out. The cylinder on the right represents an enemy, and as you can see in the video, any close interaction with an enemy triggers a bloody effect, indicating player damage or health loss. A simple move like this means I don't have to waste space with health bar HUD's and keeps the whole game more immersive. It also means that it will be more frightening to get attacked, as the player will not know how much damage they can take.
http://www.youtube.com/watch?v=RscdOrUH4DA&feature=plcp
This video explores the potential of simple 'Jump scares' and triggers in Unity. As you can see, when the player enters a trigger, which I can set up at any point in the map, I can make enemies run past the player, run towards the player, or generally have something terrifying happen. The scope and potential of these triggers is very broad, so in the actual level I will spare no expense in creating a very wide variety of horrible things happen.
If anyone has ideas, feedback or general comments, please feel free to share your opinion!
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