Brandon Regan - Team Leader, Game Logic, Player Input and VR Programmer, Narrative Designer

Individual Journal - (https://mahara.dkit.ie/view/view.php?t=j20iJ7OQWph8d5VzoNE6)

Portfolio - (https://mahara.dkit.ie/view/view.php?t=v0ZBk531bmWD7QCzhLKR)

Stephen O'Malley - AI Programmer, VR Programmer, 3D Modeller, Level Designer

Individual Journal - (https://mahara.dkit.ie/view/view.php?t=j9HG1ZPsJUuDYT5fnEyM&fbclid=IwAR2pf2_j9QYJ-dK60tQdX7uMU_cqGWDafSadhYGlHDhufGDfWHvmCqJvVTk)

Portfolio - (https://mahara.dkit.ie/view/view.php?t=ERvNnaX2CzB7l54JLdfb)

Stephen Carroll - Scrum Master, 3D Modeller, Sound Designer, Level Designer

Portfolio - (https://mahara.dkit.ie/view/view.php?t=zBe7Fm601XMSAYThCErt)

Emmett Lynch - UI Programmer, Art Designer, Sound Designer

Individual Journal - (https://mahara.dkit.ie/view/view.php?t=EwS1iQ69ehOJ8LztUnYA)

Portfolio - (https://mahara.dkit.ie/view/view.php?t=0VWtjzGcbyFNChqxPwE1)

Our goal as a team is develop a Horror-Comedy game, with elements of stealth, about the trials and tribulations of a College Student trying to upload their overdue CA on time.  Our target demographic is College Students as we believe this is the audience that would best understand and relate to the subject matter and humour.

 

Gameplay Mechanics

The pre-production demo currently consists of the following mechanics:

  • Toggle-able Torch Light
  • Functional WiFi Strength Indicator
  • Random WiFi Spots
  • Throwable Environment Objects
  • Level States

 

Artificial Intelligence

In terms of enemy artificial intelligence, there is a fully functional enemy that is able to detect and respond to the player's actions. There are four behaviour states of the lecturer AI which are patrolling, suspicious, Chasing and Attack.

The Patrol state has the lecturer patrolling the corridors in a set path. They will navigate along this path until they see the player.

The suspicious state triggers when the player comes into a certain range within the lecturer. The lecturer will begin to move slightly faster towards the player's position to investigate what they have seen.

The Chase state occurs when the player comes close enough for the lecturer to know its the player and the lecturer then chases the player until either he attacks the player or the player evades out of the line of sight of the lecturer.

The Attack state occurs when the player comes into direct contact with the lecturer. The lecturer will then attack the player.

 

Game Objective

The objective is to claim a USB flash drive that is locked inside your college locker. The only way to obtain your locker combination is to connect to the WiFi. However given how bad the reception of the WiFi is, you will have to connect to it multiple time in order to claim your full password. While this is happening you are being pursued by a psychotic lecturer who is patrolling the corridors.  

Once you have your password you are ready to open your locker and then navigate to the computer room to finally submit your CA.

We had to create a second Bitbucket as our original one was leading to numerous merge errors whenever anyone tried merging their branches with the master. This can be put down to both a lack of experience using a Bitbucket repository at this scale and all members using a different version of Unity. Our current Bitbucket has been relatively issue free once we set a version of Unity that all members would use.

Surprisingly, VR has been easier then anticipated to develop for. However one issue we crossed while implementing the game into VR was that due to it's relatively weaker power compared to a PC, the Oculus Go was lagging at one point due to being overwhelmed with lighting and models. This issue didn't exist in the PC version. Another VR issue is that debugging and testing is more difficult then it needs to be. You need to build every time you make any changes and want to test it, you need to build it. Which takes time. Generally we develop for use on PC as we can test in the Unity window. Then migrate that code over to work with VR and make the necessary changes.

A key issue in terms of Level design came in the form of the amount of objects needed to populate a corridor within the level to avoid making the area appear less "cavernous" so to speak. How much was too much felt like an incredibly subjective topic regarding the level, also what elements were needed to be sacrificed.

The audio manager had been giving us problem as it limited the number of sounds in the game. So I had to prioritize what sounds were implemented for this current build of the game. Luckily some of us are doing a Sound Design and Implementation module which should aid us in the right direction in terms of the game audio.   

Brandon Regan:

  • Several gameplay elements such as an inventory system, power-ups and interactable objects as distractions are already half started in terms of implementation. Finishing off these elements will be one my key priorities in the Production Phase
  • Adding some "cinematics" in order to help aid the narrative and atmosphere of the game. For example, I would like the add "cinematic" at the begin of the game to help set some story context and I'd like to add a scene of the Lecturer "hulking up" with anger the first time he discovers you.
  • Making the current level states more distinct. At the moment, the only really difference between level states is the objective. Some ideas would be when you first start, all lights are on and no one is pursuing you but as soon as you reach your locker for the first time, all the lights suddenly shut off and the Lecturer starts his pursuit. Also making the Lecturer more powerful (e.g sight and speed) the further you get into the game
  • Continue implementing the game into VR.
  • Add more jokes and hope for a laugh.

Stephen O'Malley

  • Continue to Develop and iterate on the current AI States.
  • Developing the remaining States for the AI, including Dazed, RoomPatrol, RoomAttack and ItemSuspicion States.
  • Designing and creating the basement floor for the level.
  • Continue to populate the level with low poly props.
  • Continue implementing the game into VR.

Stephen Carroll:

  • Currently working upon the lecturer model itself. Creating the base, determining the complexity of animations to be used for it while maintaining low poly counts for the game.
  • Refining and refurbishing the level design once the character model has been constructed to a satisfactory level and as an aside on Scrumwise when time permits.
  • Seek assistance with lighting in terms of the game, 
  • Time permitting - Add a secret room to the level for players to discover (people playing games will seek out secrets.)

Emmett Lynch:

  • Continue developing and implementing the chosen art style into the game in the form of shaders, textures and materials for the game's architecture, props and characters.
  • Try to create realism with the player's interaction with the phone prop within the game. I want to strive to replicate a real life phone's UI display within the game world through the use of dynamic and immersive UI techniques.
  • Put to good use Unity's audio engine tools to implement immersive sounds into the game and I'm also considering good sound design when creating the audio from scratch.
  • Organize frequent user testing sessions in order to gain feedback and help us track down things that we may over look during development.
  • Apply UV Texture Normals to the current textures to give the illusion of bumps and recessions in the architecture.