Project Update 3/2/17
This week:
I fixed my loop that triggers my disasters for my free play mode. I made it into an even they calls itself. I had to make sure that my pool of disasters would reset each turn so that every possible disaster would have an equal chance of being called.
I changed my resources from varying between 0-10 to 0-100. The larger variance will give a better overall experience.
Along with that, I made the time to complete each task for my astronauts vary somewhat too, and mad them shorter.
I conducted a Alpha Test where I had my participant play through my level a few times, followed by us talking though it and adjusting some of the disaster values to make the game feel more balanced and less like spam the astronauts.
I looked for some sound effects but I was not happy with the ones that weren't really expensive. Laster this weekend one of my friends will help me make some digitally.
I have actors lined up for the parts.
Next week I will:
Clean up my first level of my story mode.
Adapt free play to be the second story mission.
Record and add in the necessary music, voice over, and sound effects. This will add a lot, right now the whole thing feels very dead and there is not an effective enough way to get the player's attention.
By the end of March:
I will have the third story mission finished.
Have a missing select menu for my story mode.
Possibly add more to free play, time permitting.
Conduct more Alpha Tests.
By the end of the first week of April:
Have the project running on google cardboard so that it can be shown at the poster presentations mid-April.
Below is my working script for story mode. That is all for this week.
Script:
Shepard and Ride have lines in each scene. (Subject to change)
Scene 1: Wake Up (intermittent alarm going off in the background throughout scene/level) S: Taylor, you there? (fade in from black) S: Wake up. R: We need you to reactivate the main power in your module.
S: Alright, now we can see what you are doing. R: Behind you there should be a panel, open it and I will need you to enter the manual override sequence. (player opens rear panel) R: The sequence is 1 2 4 3 (on failure fire and smoke enters the room, Taylor, look out for! ; fire extinguishers put out the fires) S: (on success) Taylor it worked, the thrusters are back online but the majority of the station is still damaged. (Sparks start flying and thick smoke enters the room and the screen fades to back, music crescendos) Get out of there. We need you at workstation 6.
Scene 2: Disaster (plays much like the dister free play mode but with finite challenges and additional VO) S: Guide us through the station, let us know what needs to be cleaned up. (player survives 5 disasters) R: Okay, we're getting things under control but it looks like we will need to repair one of the port thrusters. (player survives 3 more) S: That should be the last of it. You need to go EVA, youre the only one who still has access to the airlock.
Scene 3: Futility S: Taylor, I need you to cut away the debris that is inhibiting the reaction control system. (player starts cutting) R: Hurry, we have another meteoroid shower coming in (Player resumes cutting) R: Heads up! Its comming right for you! (The player is struck and the scene ends and switches to the credits page)

Comments