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A 3D puzzle game focused on exploring lucid dreaming. This game was written in C# using Unity.

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cs426_Ocampo_William_Asgn6-11

Assignment 8

how you modified the design of your game and why (including UI design and Sound design)

--UI DESIGN--

-Added a cheat sheat next to the laptop to help the player interact with it

-Changed the text colors in the terminal from highly saturated to pastel colors

-Added Post Processing, which enhanced the level design to match the theme of the game. Noticeable shadows in the trees and throughout the world. The colors are more rich and compliment the theme of a dreamy, perfect world. The lighting is harsher, however; it ties very well into the dreamy theme

--SOUND-- Various different ambient background noise files were used in different parts of the map. These noises help set the eerie tone of the game and make the player feel lonely. Source: https://www.youtube.com/watch?v=8OIlsv6-pYE Computer noise is triggered when the player interacts with the laptop. We chose to include this sound because it gives the player an indication that they have opened the laptop. Source: https://www.youtube.com/watch?v=Y8w-2lzM-C4&list=PLfuFOjomlToPlken_o2gY2GSYaG3j6Nh2 Ding sound occurs when the player runs into an object that they can collect and add to inventory. This was added to alert the player that the item was collectable and not just another game object. Cricket noise outside helps set the tone of the game. Game should be enigmatic and cricket sounds give off that mysterious vibe. Rustling leaves sound effect was added for the same reason. Open door sound effect that is triggered when the character walks through a door. This is a puzzle/exploration game. A lot of small details like an opening door sound are very useful in setting up the environment. Stair sound effect occurs when the player goes up/down stairs. This is the same as with the opening door sound. Fire crackling sound was added to the fire at the campsite to make the environment seem more realistic. Lamp switching on/off sound effect was added so the player can hear and see when they are turning a lamp on/off. We rejected some ambient noise selections because they were too suspenseful and dramatic for the part of the game we are currently at. We rejected the key-in-lock sound effect for the doors because most of the doors are not locked so the player doesn’t need a key. *Note: all sounds without sources were gotten from the YouTube Audio Library (https://www.youtube.com/audiolibrary/soundeffects?ar=1586916063028&nv=1)

Assignment 9

Beta Release

---Shaders--

Gina: Added a blue diffused outline shader to the polaroids to make them stand out more so the player knows to collect them.

William Added a sun flare to intensify the environment and make it more appealing.

Darell: Added shader to the keypad, making it more noticeable as an interactable object for the player.

--Modifications from Alpha Release--

  • Added a title screen and menu

  • Added a “how to play” button that shows the player the controls

  • Added a story screen to explain the premise of the game

  • Added a credits screen

  • Reduced the lighting + fog to make it more UI friendly

  • Implemented a “run” capability so the player can get across the map faster

  • Changed the door that opens via keypad into a see through iron bar door.