OBS Capture of the Game

The use of sound in all 3 scenes and fading.

Cave: the sound of water dripping, very light whispering of wind and the foot-steps that echos in the cave.

Desert: the steady sound of the breeze to give the gamer that its slightly cold and that the grains of sand is running along with the wind, and the rustling footsteps of the character walking in the sandy terrain.

Pyramid: the sound of night animals singing at night and the rocky footsteps when the character is moving to the top of the pyramid.

Finally the turning of the page every time the gamer would go into/ progress to the next scene.

So far I can we have not had any issues with the cave scene it has been executed perfectly with minor defaults e.g. the mid-ground layers from the bottom, you can see while adding extra colour to hide the white back ground when the front layer is added, it has a washed of  look so, the colour is not consistent. However I think that the scene is perfect.

Previously I spoke about how the layering of the desert has effected the character to glitch/ overlap every-time it walked on some of the sandy dunes you can see that clearly in the video. I also find that the scene is to flat and dose not show that depth like the cave scene dose and that could be due to the angle of the camera OR I feel like that the there should be more layers of the sand dunes and further apart so it would look like there are many layers in the game. This is something I will have to explore and I am sure Sam will do so too.

Now the production of the last scene The Pyramid, I was not present to see how Sam had achieved it because he had done it in his own time. As far as I know that he did face many problems with the development of this scene because, he had to create these steps that when behind each layers of the pyramid that looks a bit like a pyramid with steps and then layer the individual segments of the pyramid on top of it but, as you can see in the video the scene is completely flat and the character is hovering on top of the pyramid. It looks like that the pyramid is lying flat in its back and not propped up where the character would walk up each segments instead of hovering right on top of it.

Maybe we could achieve this by changing the angle of the camera so it would be more on the the corner and not looking straight at the scene or to have each segments pushed forward in Ue4 so its at a angle, less than 90 degrees, to make it look like that each segments are falling forward, during the production of it but, when you play the game the pyramid would look like if it is standing up right and the character would walk up it.

I also think I could also work on more concept design that would ease the problems like the desert and pyramid scene have had. I can definitely have realized that if i would like to achieve this kind of look for the game then i have to make more concept art then just 3 quick sketches. Due to small time frame it would have been difficult to make more concept art work but, from this experience I have learnt that I will need more practice and more exciting ideas to work with.

 

 

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