Game Update
Performance: Since the last build and play test we have noticed a few issues with performance; in relation to camera navigation and ease of experience for players. Distance from the player in relation to the camera has been updated, to give more of a seamless experience for the player. Load times have been improved as well as the time it takes to build has been updated due to removing assets sitting idle in the background.
Player now has an easier time navigating to hide spots all while avoiding guards. Areas have been widened to allow for easier navigation through the back area.
Decals for walls and also floors are currently in development. This is to make sure that the warehouse has more of a realistic feel as at the moment the floor and walls are pristine which isn't realistic. As a group, we decided that the environment needed to feel and look dirtier as it will give a much better depth for the player as well as improve immersion.
Mini-game updates: Lights have been implemented to the 'Wires Mini-Game' to show the player when the mini-game has been completed as well as the connectors have been remade to provide a clearer understanding of what is actually happening. Now when connectors have been correctly connected to the right colour the connectors will light up in their respective colour. The team has also made a new mini-game requiring players to overcome viruses in a maze to reach an end goal, through choosing the right path the player will "overpower" the lockdown/virus in the system allowing further progression and gaining access to turn off the lasers, which will be guarding extra loot in the level.
Layout changes: New shelving has been placed in the scene with updated textures as well as new scaling of the walls and floors, so players will have an easier time navigating around. We decided that the shelving and crates textures had too much going on for the player, so simplified that the shelving texture removed stripes from the inside of the poles holding the shelving up, we removed the logos and stripes off the crates that won't have loot and also added an emissive element to the crates that will have loot. We did all this to make it very clear to the player which crates have loot and which don't. Offices areas navigation has been updated as well as desk and slight loot changes to allow for players to accurately retrieve the loot, this includes slight navigational changes.
Mechanic talk/player movement: Since early development players have had the ability to make the character turn at a 45 degree angle (requiring greater inputs and directive). After testing and adjusting the level accordingly we have found that the movement system was very difficult and was not intuitive enough for the player (as one was having to say "turn left" more than once just for the character to either line up with the next row or to even avoid the guards). Since these findings the players ability to turn and navigate through the level has been adjusted and modified to give a more seamless experience. The player can now rotate a total of 90 degrees when giving the command turn left/right. With this change has come an alteration to what our main character looks like. We have since removed the skin for a stereotypical "agent" and replaced it with one of a robot/mechanical man. As a team we found that since the movement is going to become less autonomous and more robotic we needed to follow through with this style.
Unsighted Agent
A voice-controlled heist game.
Status | In development |
Author | Unsighted |
Tags | Heist, voice-controlled |
Languages | English |
More posts
- Game Release and Final Dev ThoughtsAug 21, 2022
- Creation of the hacking minigameAug 17, 2022
- Making a Voice Controlled Character: Part 3 - The finer detailsAug 17, 2022
- Fuse box minigame: From concept to prototype to realityAug 15, 2022
- UI Design DecisionsAug 15, 2022
- Developmentation of a "trailer/Gameplay trailer" how it went.Aug 15, 2022
- Model Design DecisionsAug 12, 2022
- Making a Voice Controlled Character: Part 2 - Designing the controllerAug 11, 2022
- Decal Design DecisionAug 08, 2022
- Making a voice-controlled character: Part 1 - implementing the speech recogniserAug 03, 2022
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