This week was spent working on a new level 1, along with making small changes to other two previously made levels.
For level 1, we have decided to make a very short tutorial level where both players can learn the mechanics they will be using throughout the game. The goal of this first level is to open a gate that is in a clearing. The father needs to shoot down a pile of logs that are in the way and collect a key. The daughter is able to walk around and collect pinecones, as well as hide in different locations throughout the map. Once the gate is opened, the level ends which leads into level 2. This level 1 is made to have as little new material as possible, as we are nearing the end of the semester. We have no new mechanics, and will only require new music in the background of level 1, as well as an icon for the pine cones the daughter will be collecting. There is currently a composed demo of music for level 1 that will be completed soon. The majority of the work that is needed in level 1 is terrain design and laying out all of the objects. This is currently in the works, and will be completed by the end of next week. If major problems were to arise however, we do have an image of a tutorial, with what each of the buttons on the controller are used for, which can be used if level 1 cannot be completed.
Level 1 Layout
Other time was spent making small edits and fixes to levels 2 and 3. The first edit we made involved adding textures to the dirt path and the forest ground so they can be distinguished a bit better. Also, grass was added to the forest floor on level two to help distinguish between the path and forest floor further, as the grass is more visible in the dark and can help the players determine where the path is even if their light is not shining on it. After playtesting and getting people’s thoughts on the grass, we will add it to levels 1 and 3. A different visual change we also made is with the logs the father needs to shoot in level 2, but we may also add to level 3 to increase the intensity. We made the logs look more natural and smaller, but still made sure that the father must shoot down the logs to go through the path. The destruction of the logs should also look better when compared to beta.
Ground Texture and Grass
Another edit we made was the monster animation. We have made a change to it so it looks like it is lunging forward with irregular movement instead of constantly moving. We are still currently in the process of adding it into the game, but will be added by the end of next week. We are attempting to implement it so the speed of the monster changes at different points of the animation, so it is slower as it prepares to lurch forward, and then speeds up as it lunges.
Also in level 2, edits were made involving the number pad on the gate that the father must input the code in. We modified the look of the number pad to appear older instead of very modern. Sound effects were also changed for the lock, such as hovering over a number, modifying the input, having the code inputted wrong, and the code inputted correctly. Along with the number pad edit, an edit was made to the wolf encounter so the music disappears once the wolf disappears, as previously it would play even after the event was over.
UI Change for Number Pad
In level 3, we have made changes to the camera angle to stop the sprites from appearing like 2D objects, as well as creating a new backdrop image to show while the daughter unlocks the key. This creates two possible ways to have the daughter open the gate. The first method is what we currently have, in which the game is split screen at this point, and the daughter unlocks the locks while the father shoots away at the monster. The second method is to have the entire screen show this new backdrop image, and the screen will no longer be split screen and only show the daughter working through the locks. We will be playtesting both of these methods and determine which method players like more and move forward with that method.
Another edit made in level 3 is changing the chase music that plays in the first part of level 3 where the daughter and father attempt to escape from the monster. The pitch no longer changes as the monster approaches, and the music does not fade if the monster is too far away. Instead, the music plays continuously in the section.
Finally in level 3, we are editing the monster movement mechanic. As of now, the father shooting the monster only froze it, and would make it so the monster would always be chasing them from behind. Instead, we will now have it so when the father shoots the monster, the monster will retreat and then appear from a different direction. This will help create more intensity in the level.
As we are nearing the end of the project, this next week will be spent working on a multitude of small fixes, instead of a few large ones. This includes fixing small bugs such as inventory icons being too small, and changing the dialogue font size in some portions. We will also finish laying out the rest of level 1, or continue with the tutorial image. We will also be coloring in the cutscenes we have previously created, and add one small one betweens level 1 and 2.