Overview
This week, I devoted time to figuring out how to implement the spotlight effect on my game character. However, as of today, when I am posting this blog, I have not yet achieved the desired effect I had in mind. Nevertheless, I have managed to complete some other game mechanisms. Besides implementing this effect, the remaining tasks involve adding the game plot and level design. Additionally, during the development process, I will review if any new mechanisms need to be incorporated.
Spotlight Mechanics Development
For this week's spotlight implementation, I have been searching for tutorials and related forum Q&As to assist me in making progress, but I haven't achieved much so far. Additionally, I decided to try using ChatGPT to see if it can provide me with any helpful insights.
Here are two of the links that I chat with ChatGPT:
https://chat.openai.com/share/725ca0f1-3ae5-4000-bf2b-dbe1e5847794
https://chat.openai.com/share/e5499ef8-c514-4b6d-b476-ba9b84e4786d
However, I attempted to follow some of the steps it provided, but the effect I achieved was similar to the one I had when following a tutorial video last week, resulting in a completely black game screen. ChatGPT also suggested using two black and transparent canvases in the UI (Canvas) to achieve this effect, but it doesn't seem to work as expected.
In last week's post, I am extremely grateful to the person who left me a comment and shared a tutorial video about using shaders. As of now, I believe this tutorial has been very beneficial to me. My plan is to continue working on implementing this feature in the upcoming week, and I am hopeful that I will make significant progress in this regard.
Tutorial Link:
https://www.youtube.com/watch?v=S5gdvibmsV0
Game Plot Design
This week, I dedicated time to developing a general game plot and corresponding level elements for my game, with a theme centered around light. In my game, players will navigate a completely black maze by searching for the light source, which leads them to the exit. This process symbolizes the journey of life in my current design.
Life often feels like we are groping in the dark, and at various stages, we gain sudden clarity about our purpose. Just like finding the light source in the game, we return to it at those moments and reflect on the path we have taken, even if everything isn't entirely clear. We move forward, searching for the "exit" to the next stage of our lives. However, upon reaching a new stage, we face new challenges and uncertainties, repeating the exploration process.
Through the maze design in the game, I aim to convey the emotions of each life stage. For example, the first level represents the first decade of life, the second level the second decade, and so on. As players progress, they will come to the end of their lives. My ultimate goal is to design a plot that allows players to look back at the journey they've taken, feeling akin to reflecting on their own life.
To achieve this, I plan to include 10-ish levels in the game, with each maze tailored to the characteristics of the corresponding age period. This approach will create a meaningful and immersive experience for the players as they navigate through the stages of life in the game.
Mechanics Development
What I've done this week is the exit that I mentioned before, it will teleport to the player's current level's spawn point after the first encounter. Also, a timer counts down for the player, forcing them to reach the exit before time runs out and testing their memory for the maze.
For the mechanism of door teleportation, I completed it in the script. When the player enters the level, the spawn point will be recorded to prepare for the door teleportation.
Then, after the player gets the light source and touches the exit for the first time, the exit will be teleported according to this position, and the timer will start counting at this moment. At this time, if the player successfully reaches the exit for the second time within the time limit, the player will enter the next level.
The implementation of the timer is relatively simple. As just said, the player will start being time the first time they touch the exit. If by the time the player can not reach the exit, it will be regarded as a level failure.
Demo
Next Week
Next week, I will continue to implement the spotlight effect, and I hope to complete it in the third week of learning and research. At the same time, I will improve and possibly modify my storyline, and start to do some level design based on it.
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