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May | 2014 | Sunil's Blog
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Sunil's Blog

I make games! Mostly weird ones.

Month: May 2014

The Museum: Weekly Update #2

Oh shit, it’s been a week already?

… Really?

Well anyways, here’s what I got done for this week.


This week, I set up a way for characters to communicate to the player. I tried to avoid using the convention of having a huge dialogue box on the bottom, covering up a big chunk of the screen (similar to Inner Vision). This time I’m taking the route of ‘floating, transparent thought bubbles on top of the players’ heads’. This part of the gameplay requires the player to look at what the people are thinking about and try to solve conflicts. What the conflicts are exactly about are reliant on the current story of the memory… Which is a fancy way of saying I’m still working on it.

Here’s a screenshot: wk2 dialoguev2



Boss Fights?

Yes, boss fights. I know it may seem like “normal” boss fights wouldn’t really fit into a game where you look at paintings and into peoples’ thoughts, yet I still feel like it’ll add more energy to the overall experience. At the end of every memory, you are introduced to a new kind of gameplay. During these segments the player will take on a giant monsters, where each giant monster will encompass themes found within the previously played memory.

The reason I went this route is because I think boss fights are really important in games, and are a cool concept in general that makes sense in terms of why they’re there. Most boss fights encompass the skills you’ve gained from the level you just played, and adds a feeling of accomplishment as well as closure to the newly learned concepts. In the future, I’ll go more in depth with how the gameplay will function during these boss fights (and why I think boss fights are the coolest).

Here’s a screenshot of the player HUD during boss battles: wk2 boss fight


Unfortunately, that’s all I really got done this week. A lot of the time was spent simply thinking about and designing the puzzles that will go into the memory sections before the boss fights. Puzzles still take me some time to come up with, while still trying to make it feel cohesive to the overall game.

Well, that’s all I have to say. Until next week!









The Museum: Random Screenshot Edition

I think we can all relate to this one:

what am I saying SS

The Museum: Weekly Update #1

Since I’m a lazy bum and don’t really “work” on anything besides my game, I decided it’s probably a good idea to have weekly blog posts about the progress I’m making on my game, currently called “The Museum”. This allows me to gauge my progress, and make decisions based on them. So, here’s the work I got finished this week:



I completely changed the layout of the level structure last week, and decided it made sense enough to rework it into the game. I spent the first half of this week setting up the layout and used a bunch of cubes with temp textures as placeholders. I needed the layout to strike a balance between art museum with hanging art, and an environment that’s unique to each level. The level I’m currently working on takes place in a corporate office. Because of this, I decided to limit my color pallet and focus on lots of grey. I needed the level to evoke emotions of boredom, monotony, and dread. The reason for this is story related.

Here’s a part of the layout of the first level:

BP 1-3



Another big portion of what I worked on this week was the GUI. I had most of it in place, but I decided to polish it up a bit, fixing the positioning and coloring. Now, the GUI consists of 3 main elements. The first part is the ‘Score’ count on the middle top portion of the screen. On the upper right side of the screen, the player will be able to view the ‘Words’ they’ve collected. And on the bottom, there will be a steam of text that narrates the story of the game. Score, Inventory, and narration: these three make up the meat of the GUI.

There is also the GUI layout when locked on to an object. When locked on to an object, the ‘Words’ that were found in the upper right corner will turn into buttons. The player must find the right button to choose that corresponds with the locked on target. (I’m saving the specifics of the gameplay for a future post, definitely too complex to shoehorn into a weekly progress report!)

Here’s the current GUI:

BP 2-3


Other Random Stuff

I added a visual indicator for the player’s progress for the amount of interpretations needed to complete a painting. Before, I had it as a number out of a number (i.e. 2/6), but now I just have a wave of particles that have a constant force going up. When the particles reach the top of the painting, and the picture dims, then the player will know that they “beat” it. I really value non-text communication in video games, and it’s a thing I want to see more games do.

I added an overworld hub that actually makes sense in the context of the story. This actually took me a while to create, but thankfully I eased my stress by reminding myself that the overworld isn’t actually that important. I mean, it is important since every part of a video game is important, but relatively speaking I needed to focus on the core gameplay and make sure to refine the hard design edges and find the most efficient solutions. So, I focused on the first level and tried to create an experience for the player that will be most beneficial.

I also found a few cool 3D models online to use as placeholders (under creative commons) and decided to pose them and make sure they’re in the right positions. Hopefully when I find a 3D artist to collaborate with, they can replace it.

Here’s a screenshot:

BP 3-3


Hope to make more progress this weekend and the following weeks. Until next time!

Asian Art History Side Project: Jataka Tales

I’m currently taking an Asian Art History class, and decided to make a little game to serve as my final project. The game is about you finding story books on a floating island, and these books contain stories from the Jataka Tales.

I currently only have a web version working, and finishing up on a PC/Mac/Linux build, just need to test it.

You can play it here.


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