Alpha is here!
This week, we have focused on creating one smooth level to present. In terms of level layout, we have two separate paths, the father and the daughter, which then connect so they can meet, and the level ends after some dialogue. This alpha presentation will be focused on level two out of the four levels that will be available in our game. We chose to present this level, as it shows the unique mechanics of the father and daughter as well as showing the cooperative aspect that can still occur even if they are separated.
Path layout of level
In terms of art, smaller, level-specific assets for the alpha were made. After the basic layout of the level was outlined, item pickups, clues, puzzle UI, and a basic tiled wall/fence were drawn out. A wolf is also showcased in this level, so the art and animation were done using After Effects.
Wolf Animation
The main coding that was created was the wolf mechanic. In the level, a wolf appears in the path of the daughter, and the daughter must hide. However, the wolf will not move away on its own. Instead, the father must throw a bone that he collected earlier in the level, and throw it in the woods to lure the wolf away. This new mechanic uses a lot of the previously made mechanics, but with a few small changes.
For sound, a wide array of sound effects were made, including picking up an object, throwing objects, clicking for a puzzle UI, music to play when the wolf appears, sounds during the wolf encounter, and monster ambient music. After these sounds were made, they were made interactable inside Unity. Some of the sound effects such as the wolf encounter and monster music includes a distance factor to adapt the volume and pitch accordingly.
A new father mechanic was also added, which is path tracking. The father will encounter a split of paths in which the objects in each path look mirrored, but contain one difference. This difference is a large paw print, in which the father must follow to find the monster to protect his daughter from.
Sample of Path Tracking
Other important additions to the game include adding dialogue to hint and help the player throughout the level, a particle effect to show that an object can be collected and investigated, a ring to show hiding spots available to the daughter, and other small nature objects throughout the level. The tree transparency has also been implemented, and now the trees are transparent while rendered between protagonists and the camera.
Moving forward, we are hoping to implement other puzzle-like features to our game, as well as add an inventory so our players can look back into the different items collected. We are also hoping to add more quality of life improvement, such as more dialogue throughout the map, adding invisible walls so the players cannot wander too far off the path, and fix the light colors. We are also currently working on a function which involves a code the daughter finds, and a fence that requires a code the father finds, in which the father needs to input the code the daughter finds. Although this is almost complete, a few more edits need to be made to implement, and are hoping to add this into a level soon.