11 Dec 2018

The First Room

Time to get past prototyping

What I’ve been doing

I haven't posted an update for awhile because I have been busy with work, however I have been making progress with the game. I haven't committed any code since October, but I have been working on making materials and trying to gather my ideas in an effort to decide what the game is going to be like.

After playing Shadow of the Colossus (SotC) on my PS4 I was inspired by the simplicity of the fights and I felt like this was a missing piece of the puzzle for me. When I originally was coming up with ideas for the game, one thing I wanted to try was a FPS SotC. I had watched gameplay but it wasn't until I played it, that it really made sense.

A lot of the fights were over pretty quickly, it's obvious what you need to do because at the end of the day to kill the colossus you have to grab onto it and then stab it's weak points. All the puzzle aspects become "How do I get onto the colossus" or "How do I expose the protected weakpoint on the colossus". The tools you have are the sword, your bow and the environment. I want to bring this simplicity to my game. Rather than having an arsenal of weapons, just have 1 or maybe I'll have 2, this means that its obvious that to move forward in the game they'll have to use their gun in some way. I guess it's also similar to the Talos Principle, in that game I ran around the whole time solving puzzles because everything in the room had to be used, this simplified things dramatically.

The Room

Now I have more of an idea what the game is going to be like, I wanted to try and finish some of it. The one thing I'm still trying to work out is how dialogue is going to work. So what I'm trying to do is create a fully polished room where the player can talk with an NPC to get background on the world and receive the call to adventure.

I haven't finished making this room yet, I spent Sunday working on it and have done some small texture tweaking this week, but it's a good exercise and I can feel progress happening. I've spent time walking round levels in Dishonored, Dishonored 2, and Prey since I like the art style in those games; I've tried to work out why their levels look good and where my room is lacking. A lot of it I think is to do with interesting textures, avoiding large areas of continuous material and having an abundance of interesting props. The space of the room is also quite blocky still, I wasn't trying to make an interesting room but I think maybe even an office room in a game needs to be a bit quirky.

Anyway below are some progressive screenshots of the room. In the final one I tried shoving in my placeholder enemy to see how a moving character would bring life to the space... there is much work to be done :)