Tags used
styofa doing anything

Love Begins
Jules of Nature
Game of Thrones Daily
todays bird

if i look back, i am lost

❣ Chile in a Photography ❣

tannertan36
will byers stan first human second
KIROKAZE

Origami Around
Alisa U Zemlji Chuda

JBB: An Artblog!
hello vonnie
Keni

No title available
No title available

No title available

#extradirty
Peter Solarz
seen from United States
seen from Türkiye
seen from Ukraine
seen from Mexico
seen from Germany

seen from Canada

seen from Belgium

seen from United States

seen from Mexico

seen from United States

seen from Malaysia
seen from United States

seen from United States
seen from Austria
seen from Mexico

seen from United States

seen from United Kingdom
seen from Mexico
seen from Canada

seen from Mexico
@foggypainterstudentyr2fmp
Tags used
My GamePlay Video
Here is a gameplay video of my game as a finished product. I feel I have achieved a great deal compared to what I set out to do and I am very proud of this project.
Continuing Feedback: Form 2
I also then asked the same 3 people after adding the music their opinions and they claimed it was fitting to the game and the locations and it added to the funny atmosphere and there could be more which I agree with although I have used up all development time as hand in is tomorrow.
1: People feel the tasks are a lot more accessible compared to last time as I have now fixed the Eiffel Tower one for example so this is some positive feedback for my improvements.
2: It was a mix of people liking it and disliking it although they all had some upsides to it being that it varies the difficulty and it being fun. Which are the main ideas behind it though I agree that falling through the floor is an issue but I cannot fix this.
3: Start Screen seems to be liked.
4: The majority found the billboard with credits on it apart from one although they obviously didnt do the tunnel task as if they did they would have came across it on the route.
5: So I have the controls on the screen now I just added them onto the on screen HUD that displays the Task, Restart and Reset Keys. The bug fixes are not able to be solved sadly I cannot adjust the collisions anymore on the carpark near the restaurant and I cannot add anymore tasks than I have as I have no time so its a bit of a silly suggestion especially with the previous form I was told there were enough variation of tasks and personally I think 15 is plenty.
6: People overall liked the game saying its funny, creative and having a varied difficulty which all of which are intended so this is great. Though the Boost being continuous one person found as an issue; I personally dont want to cap this as I feel it can create some funny moments going through floors, bouncing everywhere insanely and I think the player can monitor themselves when they are going too fast and when and when to not use the boost key.
Adding sound
Bounce:
For this I made it so it plays a bounce noise when it hits the floor. The issue with this i had is the same as the splat effect it would constantly do it as it registers any movement on the floor as a hit. To combat this i did the code above. This code just checks if the collision velocity is more than 0.8 (this figure came from attaching a print string and seeing what figure comes up just before the banana starts twitching around as it settles into position on the floor) if this is true it will then make sure it plays the sound once and it picks a random boing noise out of the array to play so they arent the same over and over again then it waits 0.2 seconds and resets the code for when you jump again.
Cars:
To the cars they are silent so I made them make an engine noise; this is done by adding an audio component to each car and then setting the engine noise. Then this works but sounds a bit janky so if you open the sound and add a doppler in this makes it so it changes the pitch and frequency of the sound as it moves so you cant hear it from over the map etc and it sounds like its moving as it goes past you as the closer = the more frequent and higher pitch.
Ambience:
This is the simple code to play the city ambience in the background. This just makes it so when the game starts the ambience plays too.
Sea Attenuation:
I felt that the game playing city sounds when your at the beach is a bit odd so I added some sea wave sounds and to make it play only in that location I set a sound attenuation to play it this allows a:
sound to play at location
the sound to fade out the more distant you get from it
Mute:
All this does is gets the music and sets the volume to 0 when the mute key is pressed.
Added theme music:
This is the same as the audio code I did for the ambience.
Final 2 weeks goal:
Wednesday:
Getting game feedback
Thursday:
getting and blogging feedback and coding in my task check off system
Friday:
Adding some side content and sorting the reset key glitch
Wednesday:
polish up game by adding HUD (May have to finish glove controller off fully for Norwich Games Festival)
Thursday:
Looking into my audience and PEGI Ratings on my Blog
Friday:
Bug test and polish game.
I feel I have overall succeeded with all I wanted to do with my game in these 2 weeks.
Only things left to do is write my evaluation and get it ready for presentation.
End Screen
I am not having an end screen as I want the player to be able to quit when they want to and have the freedom to explore my world more n mess around with the mechanics afterwards so thats why I have a restart key instead. Although where would I credit the people whose assets I used:
Above is my solution; I have made a billboard that displays all the peoples assets I have used. I thought I have a bit of spare room there and a task this way players must go to so on the way it looks like a 'your now leaving' or 'thanks for visiting sign' but instead its got all the credits on it.
Making the Start screen
Here is the start screen I made in Photoshop:
Now I have to add 2 buttons and do this to get it to work:
Made a level called start
Then I opened it up and made a GameMode Base called startscreenGB and set it as the default game mode in the world settings so it dosent spawn the player character and all the HUDs that come with that in so it stop overlaps etc.
Now In the star screen Hud event graph I did this code:
RED- This is setting it so you can see your mouse while using the HUD as if you click on the screen where theres no button the mouse disappears so this just sets it as permanently visable while you have a HUD on screen.
BLUE- This is the start code so when the start button is pressed it will open the game map and remove the mouse from the screen (doing the inverse of before) and it sets it so it removes the mouse only in the game map.
PINK- This is the quit code so when you click the quit button it will quit the game.
Now to make it appear go in the level settings and do this to create the HUD as a widget and add it to the viewport:
Now I can also make it so it opens the start level when the game restarts when P is pressed.
PEGI Ratings
PEGI Ratings ensure safety for all ages on certain games and give a guideline of what age group should be playing it dependent on the following:
At college our games have to have a PEGI 16 Rating at the maximum meaning we are not allowed:
Discrimination
Drugs
Gambling
Extreme Bad Language (Mild Language is okay in a 16)
Violence (Fantasy Violence is okay in 16 although no blood)
Sex
My game has none of these issues so if I was to rate it I would probably give it a PEGI 3 as there is basically no references to anything listed above as I have recently changed some issues that made my game not so PEGI 16 friendly being a Breaking Bad Joke/Reference which I have had to dull down due to the nature of drugs used in the show.
Overall I think my game could be a PEGI 3 as it is fairly child friendly with the lack of violence, bad language and gambling. There is the Breaking Bad Task still and the subtle jibe at veganisim although i dont think children will pay attention to such things and understand what they are or the references. The Breaking Bad task reference should only be able to be understood by 18+ year olds as thats the show rating and the task is now too complex to understand without seeing the show. The vegan task is something more understood at a PEGI 12 level as this is when children would start to pay attention to these things in my opinion as I feel the other ages are too young and I have checked with classmates and teachers and it dosent seem to cause any offence anyway but even so children wouldnt understand it so the game is very child safe and the risky references can only really be understood by adults the correct age.
Game Restart and Resetting tasks list:
For my game I am going to need to have it so when people play it they can restart the game without having to close it meaning I need a reset state which will allow me to restart the game and wipe the game instance.
I did this with the code below where I made a variable called reset keys and made it an enumeration and then added references to all tasks then I get a reference to the game instance which the game then sets all the striked out challenges to false uncrossing them. This all happens when P is pressed.
I found a bug with the task list:
If you go out of distance or bounds of the city there is an issue that causes the task list to reset itself meaning you lose your progress. So to fix this I made a game instance:
In the game instance you need to make this variable:
this is a MAP of an enum and boolean. Then add a value off the enum to it.
Now you want to do this code in the challenge manager this just sets them as true in the game instance as well as in the list so it saves them when you exit the map.
Now in the task list HUD event graph do the code off event construct this just gets the game instance and sets the variable as a reference to the game instance.
Now the code at the bottom allows it to check if the game instance is valid meaning is it the referenced one and then it gets the keys (tasks) out of the enumeration and finds it in the list and then strikes it off. This is basically the same as how I did it before but using the new variables to match the new instance.
Development decision
I have 2 features I said I was going to have in my game:
colour change over days
day by day mechanic
I have decided against these as instead of colour change mechanics I have the material changes when the tasks are done for visual effects. So by having the banana change colour is pointless at this point.
The day system I was going to have meaning having the game set over a 3 day period I think just interrupts gameplay and staggers it for no particular reason and I also think if I had the day system I would need the character physics system to change although I think it would ruin the gameplay as the characters movement is perfect at the moment and it would just annoy the player when trying to do certain tasks.
Fixing Eiffel Tower Task
I had some issues with the eiffel tower task being colourblind people cant see it so I added numbers onto each button:
This way they don't need to be colour coded or follow the colour coded launch code.
I also added a HUD as it is difficult to know if the launch has been aborted or not due to the fact not everyone knows the buttons are weighted. So this allows the player to visually keep track of the launch progress.
To do this I:
made a hud and made the 'button' text block a variable allowing me to access its values.
I then opened up my buttons code and made it so:
RED- This sets the Text to present number 1-4 depending on the button pressed
I then came across an issue where it overlaps the numbers. I figured it was because I was creating a new version of it every time so I instead did this:
PURPLE- Set it in a sequence so it makes it first create the widget and set it in a do once just as a safety net so it cant make more than one. And then it can add the text of number 1.
WHITE- This is just so when the task is over it removes the widget from the screen as it is no longer needed.
check off system and VFX
In my game I was told to add VFX when a task is complete so we know it has been completed. I am doing this by having different meshes and materials for the banana.
Now here is how I made the task cross off mechanic:
To make this I added in images and just made them thin and red to make red lines and then made each one a variable.
Now create an enumeration and write all the tasks names in it
Now go and make an actor called task manager. For the code do this:
GREEN- This finds and gets the task in the list and sets it either true or false
YELLOW- This applies different materials to the banana player to let the player know they have completed the task rather than having to check the list.
Now open the Task Hud again and go to the graph:
Now this code gets the challenge manager and finds the key being the task on the list that has been triggered and it will then check if it has if true it then gets the line and sets it to be visible crossing it out.
Now the last step is to trigger the event to happen in the task code so for example I will use the golden towers task:
YELLOW- Task code
RED- Setting the key to be golden tower and then it will check off that one as done as this triggers the event.
Feedback:
I made a forms and asked people to play my game and give me some feedback. Here's the results:
1- The overall responses are that people like the tasks finding them funny and creative. What I should do is fix the Eiffel tower for colourblind people and make it so the tasks crossout after doing them.
2- People thought the tasks were varied very well.
3- People think the movement is too slow but then when they use the boost they go too fast and go through the map. I dont know what to do really because if you build up speed i think the movement is okay speed wise. I think the issue is people are too reliant on the boost button to build up momentum.
4- People enjoyed the Eiffel Tower Task as most voted it as the best and it is a "cool puzzle".
5- People didnt enjoy the hot dog task due to the tedious nature although its going to be tedious and i cant really have the hotdog bun any bigger. Also the eiffel tower as it uses colour coding making it impossible for colourblind.
6- With things to add I want side content the thing is I have all the tasks I want so I dont want to add anymore although I like the audio and VFX.
Overall I will need to fix the eiffel tower task and add sound cues and VFX for mission completion.
Final 2 weeks goal:
Wednesday:
Getting game feedback
Thursday:
getting and blogging feedback and coding in my task check off system
Friday:
Adding some side content and sorting the reset key glitch
Wednesday:
polish up game by adding HUD (May have to finish glove controller off fully for Norwich Games Festival)
Thursday:
Looking into my audience and PEGI Ratings on my Blog
Friday:
Bug test and polish game.
Half Term Week 2 and overall Progress Evaluation:
For Week 2 of half term I think I achived everything fairly well as I coded in all the tasks and blogged them and I did some of the important little bits of code that I think mattered most. Though I didnt get the check off part of the task list done. Its okay though as the rest of the little bits can be done at the week at college we have left as well as the task check off system.
Overall I would say my half term has been spent successfully as I have completed everything in week 1 and most of week 2 bar some small parts and the check off part of the task system hud.
Making HUDs
I made a HUD for all the tasks in my game. Ideally I wanted to make the crossout system as well but I dont really know how to and there aren't any tutorials so I will get some guidance on this back at college. But anyway here is the HUD I made:
I themed it black and yellow like a banana and I only made it take up the center part of the screen as I dont want it to take up all the screen as in my opinion it just makes it feel unprofessional as this way you can see the game running in the background and everything. I also made it so it only comes up when the T key is pressed down when you let off it; it automatically closes. I also made each text block a variable of its own so when it comes to making the cross out system it each can be referenced themselves.
I also made a HUD for the controls for the Task list and reset key as I want it as minimal as possible for whats on the screen but these have to be or the player wont know what anything does or what keys do what. Here is how it looks:
I made it yellow text to match the banana theme and the code is the same idea as this although plugged into a begin play so its there at the start of the game and its creating the control widget not tasks.
I set the T key to task list for Tasks and the R key to Reset for the same reason as originally I had tasks set to M for menu but figured I may as well make it easy to remember so made T for Tasks and R for reset.