Progress Reflections


The whole game creation process has been quite the rollercoaster form me. I started off a bit later than I had hoped, starting with creating a snowy tundra terrain with no plant life, relating directly to my original game (TTRPG). I then went  on to create my Yoye character entirely from scratch with Blender using a couple tutorials on Youtube which took almost a week but but was completed without a hitch. Creating the model consisted of editing together a few separate objects, painting it according to my quick sketch reference, rigging the whole thing and animating it before exporting it to unity altogether.

 I created a room with a few of the platforms seen in the final game for character testing purposes. Following that, I started facing problems with coding my character's animations with movement. I found a tutorial at first to code the animations to work in unity but I couldn't move the character so I scrapped that and went for a simpler code to tie the animations in with controlling the player which had a couple hiccups in the form of misplaced controller/components and mistypes in scripts. This also prompted me to switch out the Cinemachine camera for another simply scripted third person camera controller.

 Once that was more or less functional, I went on to setting up the basic rooms with colliders and then went on to creating aspects like the stairs  and other Probuilder platforms. After that, I wanted to get the prop platforms up and ready, organized in ways to make them appealing and strange to prompt speculation about the story from the player. Once those were up, I went ahead with setting up the various moving platforms with the same script and similarly set up animations, tailored to each platform and location. Afterwards, my character began to malfunction in the sense that the jump animation only started coming up when it wanted to but seeing as there was no logical explanation for this issue, I let it be. I followed this up by moving on to creating sliding doors with another simple script, box collider triggers and rigidbodies. Originally I had also placed a sliding door with a sensor/button/plate on the floor at the end of the first hall but that eventually stopped working for no logical reason as well so I removed it unfortunately and just left the functioning one on the end of the second room. 

Once the character, mechanics and the rooms were ready to go, I went to creating a hole in my terrain and reworking the mountains entirely before linking the rooms to the 'outside world'. The last thing left to do before texturing was to add some decorative furniture and crates/barrels in strategic places in the rooms to fill any voids and create and atmosphere of sorts, implying any previous inhabitants had to get out in a hurry. Plants of various kinds were then placed to draw back to my TTRPG's seed planting mechanic which are used in this scenario to  guide the player along to the end in a subtle way. Since the plants were already textured, I textured the rooms, platforms and props which brought me to the end of creating my game. The rooms were textured with generic dungeon floor to appear older and weathered along with typically textured crates, rocks, logs/firewood, etc.

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