Experimental Development Pt.7: Playtesting and updates

Playtesting Another playtest had been conducted with Amber Turner, this was done live. Playtester had tested the game before in the earlier stages found here: [https://collaborative.myblog.arts.ac.uk/2021/05/20/experimental-development-pt-4-room-rework-visual-audio-elements-game-loop-and-playtest/]. Playtester stated the following: The shooting was fun and satisfying. However, not sure of the purpose of shooting. Expressed that they were not sure what they were doing. The …

Experimental Development Pt.6: Haunting sounds, playtesting and a new direction

Since the last blog there were a lot of things done, a playtest was conducted, discussions on the current state of the game had been made resulting in a new direction for the project and a short study in sound design was done to better achieve one of my aims. There was also a playtest …

Experimental Development Pt.5: Other methods to effect the weird and eerie

Fixes and updates During development, i have found that one of my aims is not as sufficient. As such I have rewritten my second aim: Learn how to evoke feelings of unease and tension through the use of spaces and sound to Learn how to evoke feelings of Weirdness and Eerieness through the use of …

Experimental Development Pt.4: Room rework, Visual/Audio elements, Game loop and playtest

A large number of changes have been made to the game, these changes were done to better integrate our chosen theme for the game. This being a traditional FPS game like Quake and Doom. Part of these changes were also done to integrate with Tom’s procedurally generated text. Changes made Variables Here the string variables …

Experimental Development Pt.3: How to develop uneasy and tense spaces

The PCG is arguably in a good state, as such I am moving onwards towards developing spaces. This being one of my main aims for the project: Learn how to evoke feelings of unease and tension through the use of spaces and sound In this log I will conduct a case study to identify the …

Experimental Development Pt.2: Procedural Generation approach

Our current organisation for this project is for us separate work into different focuses. My focus being developing the level and general gameplay mechanics. These being the PCG for levels, the first player controls and interactions. Tom’s part will be implementing the narrative PCG system and informing the narrative direction for the project. We have …

Experimental Development Pt.1: Initial concept

Initial concept For this project I want to explore procedural generation. Specifically the procedural generation of weird and uncanny spaces. This will be a navigable space in first person with a focus on the environment. The context is that the player is exploring a hotel trying to find the exit. Each level will be procedurally …