WEEK #7 – BIG GAME PROJECT – FINAL & GGC

Hey guys!

This is the blogpost for this week! And almost the final blog post. I will probably do one more after GGC with some pictures. So GGC (Gotland Game Conference) is here. What have I done this week? Practically everything. I have been updating the game visually with UI and animated textures. Besides that I have been doing some producer related work. I applied to SGA (Swedish Game Awards) with our game.

So for the UI, I have been updating some assets. I changed the exclamation mark when the guard gets alerted, we remade the ”toggle path” and a bunch of other stuff. I will post some screenshots to show you guys!

This is the menu for the game!

MENU.png

This is the new monitors and the UI for the prisoners. The monitors has an animated texture, which is our code for the game! The two symbols under the circle with the ball and chain is the health of the prisoner. As shown, each prisoner has two chances of being saved. To the right, you have the objective of the game. Save 4 prisoners.

MONITORS & HEALTH UI.png

This is our scientists. They work differently than the guards. Instead of confronting a prisoner when they see one, they run to the nearest guard, tells the situation and they run together to the prisoners last seen location. This gives you a small window of opportunity to run away. To the left, you can see our interactable objects and the interactable function. Here you can ”overheat” the coffee maker, causing the nearby guards and scientist to investigate the issue. Also the CPU cost, cooldown until it can be used again, and the room reach (how long the interaction effect has). The red signs are code, variables, booleans etc as a particle effect, just to have something for the eye to see while interacting with it.

INTERACTABLE OBJECTS + SCIENTIST.png

Here you can see the icon that shows up when a guard deals with the issue at hand (when you ping a computer). This icon vanishes once the guard has solved the problem. The icon above the guards head is what distinguishes the guard from the scientist and prisoner (besides the color).

FIXING INTERACTABLE OBJECT.png

This is our toggle function. The big red symbol visualizes how far the guard can see, which can be useful once you are in a long corridor with a guard. The other is the finalized art for the ”toggle path”. This displays the guards patrol route. Each guard has its own patrol route in a specified color, which is connected to the circle underneath the guard, to know which guard is attached to which patrol route.

TOGGLE.png

And finally, this is our booth at GGC!

13241418_1036913379707084_6882459162745362052_n.jpg

If you happen to be in Visby, come check out our game! Tomorrow is a long day filled with people wanting to test our game, and talks from people from the industry. I will talk to you guys again soon, when the conference is oficially over.

But for now, wish us luck, and take care!

/Adam

 

About Adam Salonen

2014  Graphics