Blog 2 Group 4

Fancy mansion menu states

This week we felt the need to have some sort of win scenario before our game hits its alpha state since our pre alpha was basically just walking around and doing nothing. This week we implemented a way for your enemy to kill you. Otto (the enemy) will shoot you when he has detected you and is within a certain distance from you. He kills you with one shot, so you need to avoid or escape him before he gets too close. So for our alpha this Friday, we will have a way for the player to fail as well as winning scenario which is to simply collect every valuable item on the map.

This week I started sketching on some simple concepts for our different screens states. A basic screen displaying when the player has won the game and a screen for when you lose the game. During our play test during our pre-alpha we received a lot of critique for having complicated controls. We are currently looking these over. But what we felt was the bigger problem was that people just didn’t know how the gameplay worked. This is why I designed a loading screen that will be displayed just before the game starts that tell you the basic controls, your mission and gives you some quick tips so that you will know the basics before you start playing. A tip might tell you how your powerups work or inform you of a certain place to hide.

I also made a menu screen. The first draft of our screen lets you start a new game, it lets you watch the credits and it lets you access the options menu. As for now we don’t have any options implemented in the game, however the programmers are discussing the ability of having options for Audio. In our start screen we wanted to give the player an overview of where the game takes place since you won’t be able to see the outside of the mansion once the game starts. Therefore the basic composition of the screen is a simple overview of the mansion. It also features the player on his way into the mansion. The mansion is supposed to be “fancy” according to our design document and not a haunted house, however the mood of the scene is very spooky. It is dark, windy, rainy with thunder lightning in the background, which is featured as ambient sound effects in the game. Therefore I designed the start screen to be a bit scary but at the same time, the mansion itself is(or in its final version) not run down and broken as a typical haunted mansion, but instead stabile with lots of luxury details such as gold decorations and extravagant building features.

This version of the start screen is not the final image since the final version is not finished at this time.

About Filip Frandsen

2014  Graphics