Developed Research

Mechanics Research (Highscore)

This video is a tutorial on how to use the save game data function within UE4 to create a highscore that can be saved across level loads and new run through’s of the game. I want to add a highscore system to my game as I think it adds a replay ability to it, this is because people playing my game will want to improve on their previous highscore to try and improve at the game. In the video it is displaying an arbitrary points system however I will adapt the tutorial to my game idea and have the saved “score” be the time it took for the player to complete the level. I really like how well this tutorial is explained as it’s not just simply telling me how to do it, I am actively learning a new function I can use within Unreal. I will be using this tutorial when I come to create this mechanic for my game as a guide line and then change it as I need for my own needs.

level Design Research

Here I have a level design moodbaord that details some design concepts and practices for dungeon building. A key feature I have found in a lot of these designs is although they look like a mess of paths, they are actually well thought out layouts that have one main path that almost guides the player through the level. This is done by having main corridors that lead into rooms which might have multiple ways of exiting but only one will allow true progression as the others will lead into rooms that are dead ends leaving the player to turn back. I really like this aspect of there design as it does require the player to explore a little to navigate the level building up a feel of the place being a kind of labyrinth but it will ultimately lead them to the correct destination. I could incentivise the exploration the player goes through and reward them with loot in these dead end places. I will use what I have learnt from this research and keep referring back to it when I come to create my prototype level designs.

Mechanics Research (Magnetic Pick-ups)

This tutorial video details how to setup magnetic pick ups within UE4 using blueprints. I plan on using a mechanic like this for the pick-ups in my game as there will be three different drops that can spawn from the enemies and having the player need to run through all of them to pick them up would be tedious. I really like how this tutorial is laid out as it is really easy for me to follow and then apply to my project, I think the speed at which the collectibles move in this tutorial is a bit fast but with the information given in the tutorial it will be simple enough for me to modify the values to change the speed at which the pick-ups move as well as the range which you need to be in to activate the mechanic. I think the look of the collectible flying towards the player is very well done and will fit perfectly within my game. I will be referencing this tutorial during the problem solving stage of my project to help fine tune this mechanic for my games needs.

Texture Ideas

This moodbaord is a collection of some material ideas that I can use to help shape the thematic design of my dungeon around. I wanted to create something that had a kind of gritty realism to it as I think this will better covey the tone I want for the game, that being I want the world to feel somewhat foreboding and dark. I really like some of these stone wall textures as they are more random creating a more chaotic feel. I think the non-uniform approach to the textures would also break up the monotony om dungeon if it were textured with something a little more uniform making the world uninteresting to look at. This research will be really helpful when I am looking for materials for my game as I know what sorts of materials I am looking for because I can use this as a reference point.

UI Design

I gathered a moodboard on UI design within other top down action RPG’s and this was because I think its an incredibly important part of a game as you need it to be minimalist as to not interfere with the users gameplay experience whilst simultaneously displaying all of the required information they will need to know to play the game like health, resource and ability cooldowns etc. All of these examples which come from a range of different games approach this problem in a universal way by having the majority of the UI elements across the bottom middle portion of the screen space taking up a small amount of the screen real estate whilst displaying all the information they could need. I really like this approach to the design as its tried and tested to work across a multitude of games even in different genres. I will be following theses examples closely when I design my own UI to create something that is known to be the standard of a game in this genre.

Mechanics Research ( Melee Combat)

This tutorial is for a melee combat system that uses a sphere trace from sockets on the model that give information on what it collides with which you can then take and apply damage to specific actors that it collides with. The tutorial uses some tools that I am familiar with within Unreal so I found it quite easy to follow. I think this is a really good way of doing melee damage as the accuracy of where you are facing when you swing will matter adding another layer of difficulty to the game, Its also very accurate in terms of how it follows the animation of the sword swing to do the damage. I will be using this tutorial to problem solve some test ideas for my game as I think this method of doing melee damage will work really well within my game.

Book Research

This is an image I collected from the “The Art Of Blizzard Entertainment” of a ghoul that is an enemy within the World Of Warcraft franchise. I took this picture as enemy research as I quite like the design with its tattered clothing and miss formed body as I think it leans into a chaotic feel whilst also still giving the character a menacing and evil demeanor. I think something like this would work as a low level enemy within my game as its design has quite a frail scrawny frame but still looks as though it could be a threat to the player. I will use this research to help me when I am looking for models and assets I can use within my game in the future during the problem solving phase of my project.

This is an image I collected from the “The Art Of Blizzard Entertainment” of Illidan Stormrage and he is a demon form the World Of Warcraft. What I like about this image is the dark purple colours used along with the dark green as its not common colours that you would see on a demon however I still think it fits the chaos theme of a demon. I also think the different colours used would work well for a higher level enemy as it will allow them to stick out from the other enemies and the environment making them instantly recognizable as a tougher, more elite enemy so I use this research when looking for assets for my enemies to find a model that I can use as a higher class of enemy.

Primary Research

This is a picture I took of a wall with the overgrowth of bushes and leaves climbing over the wall, I really like the way this looks as it has imagery of order and chaos in terms of the order that is the purposely constructed wall being reclaimed by the somewhat random growth of nature, I also like the image in a more literal sense as I think this could be a good aesthetic to include within my dungeon design, having walls covered in moss or tree roots etc. I will refer back to this research when I look for textures to include in my game to as I think this will add some character to my level design.

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