Sunday, 15 March 2015

Evaluation

The development of the game has been a success and has furthered the knowledge behind level design and the Unreal Engine 4. It has met the basic expectations of what the game was to be and it has helped develop experience working in a team environment. Although all of the contents of the Games Design Document weren’t included, such as particles for the jump pad and a wider range of weapons, the game has been able to accomplish the original goal, which was to create a first person shooter game that was based around a multiplayer aspect. There could have been room for improvement, in the sense that if less time was spent on level design the particle systems could have been created for the jump pad, this being able to give the jump pad a noticeable appearance.


My own personal performance could have also been improved throughout the duration of the project. To begin with I approached the project with a lazy attitude, which was quickly turned into a can do attitude, which hampered how quick the level design should have taken. My opinion is that if this attitude wasn’t present at the beginning more aspects of the game could have been included allowing for a greater game experience.

https://docs.google.com/document/d/1xT-CWJl7E1RjXelm_4dNV9rRi1PEiriK_MC0WFQnn64/edit?usp=sharing

Above is a link to the Games Design Document that has been created for The Fate of all Fools. The sections within the Games Design Document that I have written are the Level Design, Level Gameplay Elements and Particle Systems.

Monday, 9 March 2015

Hand In Day

One final meeting was scheduled before the game, a trailer of the game and the games design documentation was handed in for assessment. This was to compile all of the work onto one dvd disc, as per the assessment criteria. Once this had been done the work was given in.

Wednesday, 4 March 2015

Final Game Testing

Again the testing took place over the period of two days to allow for a quick turnaround. I was informed by Joe, that the problem with frame rate which occurred in Highrise was corrected and the game was now working at a much higher frame rate.

Again whilst testing the level Sanctuary no problems of any scale were spotted in either the game play or level design. The bots were also tested again to observe their interactions but again no problem occurred. As this was the case I reported back to Joe that Sanctuary was ready for packaging and shipping.


Whilst testing the level Highrise I noticed the change in frame rate meaning that the game play had no problems, but a problem with the level design had occurred during the optimising process. This was notified to Joe and details of where the level design had changed were explained, so that the game could be amended and then packaged and shipped.