FMP Limbs of the Sneaky Dead Pt.8: Critical Reflection

Project Outcome The outcome of the project had achieved the aims as outlined in the Development log part 5: https://collaborative.myblog.arts.ac.uk/2021/09/24/fmp-limbs-of-the-sneaky-dead-pt-5-prototypes-for-menus-coop-joining-and-input-system/. The GDPs were implemented, however this could have been improved. Specifically concerning both the Emergent Customization Challenges and Customization Generated Components GDPs. I would change my approach to playtesting as a cooperative game proved to …

FMP Limbs of the Sneaky Dead Pt.7: New limb system/weighting, Content generation and New Visual Aesthetics

Many new additions had been made to the game, these include a new weight system that accounts for different limb type behaviours and weights. Simple content generation has also been introduced depending on player choice of limbs. Additional visual elements have been introduced for both the UI and textures and objects. New Visual Elements Results …

FMP Limbs of the Sneaky Dead Pt.6: Testing UI/Gameplay and Researching Aesthetics

The game had been tested at externally with the total amount of 4 concurrent controllers. Issues were found and amended and again tested with a different group. The second test revealed that there were issues that may concern the visual aesthetics and communication as solutions. First playtest (8/10/21) This playtest was conducted externally. This was …

FMP Limbs of the Sneaky Dead Pt.5: Prototypes for Menus, coop joining and Input System

A prototype menu for detecting multiple controllers had been produced. Beforehand the controllers were randomly assigned to each limb, there was no way to direct which controller controlled which limb. After spending time with the new Unity Input system and creating a menu that handles multiple player inputs, it’s now possible to assign controller devices …

FMP Limbs of the Sneaky Dead Pt.4: Camera placement, Multiple controllers and other fixes

Some fixes and new additions had been added. More importantly camera placement has been implemented where the body is tracked and multiple controller inputs were implemented. New additions Texture placeholder New zombie body texture was made. This was done to make it visually clear which direction the zombie was facing. However, upon testing, it was …

FMP Limbs of the Sneaky Dead Pt.3: Controller input, Grabbing and Stepping

New additions to the game were controller input, grabbing action with a limb type and an approach to moving the body had been implemented. Controller Input and Stepping Controller input was implemented first. This was done because the desired outcome of this project would be played with controllers. As such implementing Controller inputs will influence …

FMP Limbs of the Sneaky Dead Pt.2: Limb and body prototype

In this log I show how the prototypes were developed for limb behaviour and structure, these began with a standard arm composed of an upper and lower arm as well as a hand. Then a tentacle type arm was developed as well as a torso to test for stability and to get a general feel …

FMP Limbs of the Sneaky Dead Pt.1: Initial concept and Ideas

FMP Initial concept and ideas For this project I wish to create a cooperative platform that puts players in the control of a zombie’s limbs. Players have to work together to escape the graveyard where they have risen from the dead! The desired effects of the game are moments of chaos and hilarity, this would …