Tuesday 17 April 2012

Reaching the end of my project for handing in, I had to work extremely hard to get my project finished.

I focused almost entirely on building the actual level, and ended up with about 150 individual textures, 50 individual models, and a considerable amount of sounds of which I got done specifically for me by Adam Denby.

I also managed to go back over my design, and while the layout was kept reasonably the same, I had to block off more room and direct play a bit more. This was mainly done in consideration to me ensuring I finished all my work within time, but it also helped ensure that the game was fun and scary to play.

I spent the last few days ensuring there were no bugs, as well as putting in a few little finishing touches to neaten things up. It's not perfect, but I got a few people to test it out for me to ensure it was good. Thanksfully I got some good responces as well as good feed back on one particular event that was difficult to see. I have since fixed that.

Some pictures of the final level:






In the end I'm actually pretty chuffed with the level, yes there were things I didn't want to miss out that I had planned, but in some ways I refined out some bad parts and gave space to ensure other parts had a better build up. I got excited about the level after I got some people to test it out, and they jumped, and froze for a moment when they heard sounds and saw something flash up on screen.

At one point one tester litterally ran back across the level to escape as they felt they were about to get killed and couldn't force themselves round a particular corner. This certainly made it all worth it, and while it's not perfect, and I wish I had been able to spend more time on it, I am happy, and I think it came out rather well. The addition of the torch is a hit and miss, it works really well, especially for some dark corners and corridors, but again, its not perfect, as I didn't get enough time to discover how to make the torch move up and down with the mouse.

Yet, some testers though it didn't matter, and actually worked to help make the game sightly more errie.  I guess its down to personal opinion, because I would understand if people found it frustrating that they couldn't flash the light on the floor sometimes. Thankfully I have thought about this within the design, and planned nothing that would be impossible to see.

If I did this project again, I would give it a bit more attention, but also I'd be more aware of the bugs surronding using BSP and look at adding more models to help conpensate for the problems BSP can cause. Also, if possible I would have liked the game to be longer, but I guess that's because I really enjoyed the project.

No comments:

Post a Comment