XB3002: Reef Explorer Game Development
Development
Once I had settled on Reef Explorer as the artefact for my research in DD3000 I began visualising how the game would work with underwater exploration, and thinking of a way to make the player care about the environment they were swimming around in. Prior to this I had spent some time playing Subnautica, the game referenced in my market research (Unknown Worlds, 2016). This influenced my design a great deal as far as the exploration and the nature of the environment goes. The difference being that this game would take place on earth, and as well as exploration the games objective would be to remove pollution from the water surrounding an island.
To encourage the player to care about the environment I used some narrative that would have the player save a fish from a six-pack can holder. This event would drive the player onwards to clear the starting area of pollution. Once done they can look back on their handiwork and view an area that’s transformed from a dead zone to one that’s now flourishing with life. This small victory would then start off a desire to rid the whole game world of pollution. For some this feeling may subliminally trigger a want to help clean the world’s oceans, whether by becoming an activist or simply making a donation to a marine organisation.
For the sounds in the game I used royalty free files from freesound.org (Freesound, 2016), specifically;
‘Underwater ambience’ by akemov (akemov, 2014)
‘Underwater breathing’ by univ_lyon3 (univ_lyon3, 2015)
‘Jungle Meets Ocean’ by RTB45 (RTB45, 2014)
The two underwater sounds were combined together using Audacity to create the underwater ambience in the game.
To reduce the time spent on making the environment, I used free assets from the ‘Open World Demo Collection’, and a water material from the ‘Water Plane’ sample packs. These can be found on the Learn section of the Unreal Engine Launcher.
Alterations
Initially the game was just about swimming around a tropical reef and removing the pollution from four areas around the island. I received feedback in class that the gameplay of the concept would be rather boring, which I agreed with. After undertaking a little more market research I concluded that the game needed the following three additions.
1. The environment had to be bigger. So instead of four separate locations I designed the game world to be one big open world that could be explored at any time.
2. The player needed to feel a sense of danger. This being a natural environment has an abundance of predators in the real world, so these would be implemented into the game. The level of violence in the game would need to be toned down in order for the game to be accessible to as many age groups as possible however. So no visible blood, just a red vignette would be sufficient to warn the player that they’re taking damage.
3. A sense of progression and their character becoming stronger over time. This will be implemented with the levelling system and unlocking/purchasing of new equipment.
Successes and Failures
I encountered a few technical issues whilst making the demo for Reef Explorer, these included issues with blueprint not recognising when all of the pollution had been cleared, and the ambient sounds cutting off when a piece of trash had been removed. These were both rectified eventually after seeking help on the Unreal Support forums, the discussion about the ambient sounds can be found here.
https://answers.unrealengine.com/questions/439909/ambient-music-stopping-after-item-is-picked-up.html
Even after fixing these issues my skills with the Unreal Engine are still rather limited, because of this the content in my demo suffered. I managed to set up a basic environment with a mission objective, but I couldn’t make other additions such as a HUD, AI for fish, or the xp and gold system. My time management’s for this module wasn’t great. This was due to an injury over Christmas which disrupted work across all modules for the second semester. Time management aside however, this concept has inspired me to want to improve my skills with Unreal. I may continue working on it until the game is completed.
Bibliography
akemov (2014). Underwater Ambience. Unknown, Unknown, Unknown. Retrieved from http://www.freesound.org/people/akemov/
Freesound. (2016, 6 29). Freesound Homepage. Retrieved from freesound.org: http://www.freesound.org/people/univ_lyon3/
RTB45. (2014, 12 14). Jungle Meets Ocean. Retrieved from freesound.org: http://www.freesound.org/people/RTB45/
univ_lyon3. (2015, 10 11). Underwater Breathing. Retrieved from freesound.org: http://www.freesound.org/people/univ_lyon3/
Unknown Worlds. (2016, 6 29). Subnautica Home Page. Retrieved from unknownworlds.com: http://unknownworlds.com/subnautica/












