Design Blog 3


For this sprint, I worked on more models, primarily some of the larger set piece models for the second and third levels. We also had our first playtest, and got some good feedback from that playtest. We didn’t have many people playtest, but for this playtest, my main concern wasn’t necessarily getting a large number of playtesters because the game wasn’t much of a game yet, we only had the very basic mechanic on the game, the shooting at targets. We wanted to make sure the game felt good, and that we had a good foundation to base the rest of the game on.

We got mostly positive feedback, pretty much everyone liked the shooting. The main criticisms were that the sensitivity was far too high, and that both the shotgun projectile speed, as well as the target speeds were too slow and too fast respectively. The rest of the comments mentioned things that we already have been working on or have discussed working on, like a crosshair. I was very happy with the feedback, now that we know that we have a solid foundation we can really start making levels.


The first model that I worked on was the last model for the first level, a pumpkin sapling. The sapling model is intended to very subtly hit at the second level, with a pumpkin patch/carnival theme. We thought it would be a good idea to have some kind of hint to the next level somewhere in the previous level. I already had the pumpkin model that I made during the last sprint, so I decided to duplicate it and take out some of the edge loops, because I didn’t think it would need to be as detailed. It’s not going to be the most prominent, just one of the background props that won’t be the center of attention. The rest of the model  was made to look like the vines and leaves that cover the pumpkin saplings. That's another reason the pumpkin sapling didn’t need as much detail as the stand alone one.

The second model that I worked on was a carnival ride for the second level. I wanted something big that could function as a centerpiece but could also be a normal environmental piece.  At first, I was thinking about a ferris wheel, but I thought that something slightly smaller would work better. So, I decided on a swing ride instead, it could be a larger centerpiece or background and since it’s smaller, it should fit in the level reasonably well. I didn’t think a typical ferris wheel would be the best as a prop that could be seen up close, because of how tall it would be. Once I decided on the swing ride, I started on the base tower, then made a swing, and once I had that I just duplicated that swing around the tower. 

For the rest of this sprint, I worked on a historic house that is going to be a set piece for the third level and also appear in the second level. I specifically wanted a historic house to try and get a mildly creepy vibe from it, nothing obvious or explicit, but still there. I didn’t do anything desperately complicated when modeling the house, I’ve modeled buildings in the past, so I drew from that experience. One thing that I didn’t do with this model was make it a modular set, which has been common when modeling buildings in the past. For this model, I fully intend to only have one house, so I didn’t need to worry about making it modular. I’m almost done with it, only a few final details need to be added.

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