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CGT Week FINAL: Reflection

  • dylanknipe456
  • May 4, 2021
  • 3 min read

Updated: May 8, 2021

03/05/21


Comparison to Week 1 & Week 2

My goal from the very beginning was to create a game that is simple to immediately understand, while allowing for the depth and experience found in modern console games. From what I have included in the game, as well as the feedback received from the test subjects, I feel that I have accomplished this goal. With the game's use of lighting and punishing level design, I feel that I have established an appropriate atmosphere, which is very important when designing a VR game. With the players using items such as the torch and shield, two objects that seem rather pedestrian in a more traditional game, their use has been enhanced in VR with its unique gameplay to allow the players to use these items more strategically and significantly than in other games they may have played. Finally, the sense of place presented to the players is always shaken to keep them on their toes. The use of falling and rising platforms to make the players feel more immersed, due to the feeling that virtual motion in VR places on the human mind, makes it appealing to those players who wish to be taken to a different world, while also using them sparingly so beginners using VR will not feel too alienated.


As for the three inspirational games, I feel that I have taken elements from them and used them appropriately. The foreboding atmosphere of Shin Megami Tensei, I feel, is very much presented with the use of elements and mechanics in the level to keep players intrigued and alert. The use of puzzles and items in Legend of Grimrock, with a first-person perspective, is only to be heightened in VR by the players having to manually use these items as if they were actually in their hands. Finally, having taken the elements listed above, from Karnage Chronicles, and making them more fleshed out and believable in VR, was important for me in terms of making my game items feel as useful and as fun to operate as possible.


Scope

If I were to take this project further and flesh it out even more, it would include levels with the same design decisions in mind. As seen in the testers from last week, I will consider and implement their feedback while also acquiring even further feedback from other testers to get as much information and input as possible to make a VR game with mass appeal. Ideally levels will be similar to how they are in this project with levels getting darker and more sinister as the game progresses. As seen in the game at the moment, I'd like to get more use out of the chests. As of right now they are mainly just used as a way to entice the player into a trap but I would like to use the gold obtained from these chests in a shop area to upgrade equipment or be used for simple cosmetic upgrades. I would also like to craft an overarching narrative and include more elements of environmental story-telling to help strengthen the overall atmosphere and to make the levels themselves more interesting to explore in conjunction with the story.


Conclusion

Overall, I am very pleased with how the project turned out. I wish I had more time overall to polish certain elements but I think I was able achieve everything I set out to initially do. The feedback given from my testers is something I'll take to heart if and when I decide to pursue VR development in the future. I am excited to see what is on the horizon for VR and how I may be able to contribute to it so it may evolve into its fullest potential


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A comparison of the final 3D Level Layout and the initial plans on the 2D Level Layout

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