Final Version


Final Build

Lighting-

Most if not all of the lighting for this project comes from fire, with torches being placed around the map to light the scene for the player. The dark orange lighting of the level helps give the feel of a cramped uncomfortable environment, as well as just set the mood for a more medieval setting. it also allows for the hiding spots to be highlighted by the darkness as they are hidden from the main light sources.


Materials-

For materials I made a world aligned stone brick texture for the main structure which allows the bricks to look uniform over multiple pieces, an auto adjusting landscape material so that I don't have to spend time on a landscape you barely see, and then a generic wood texture for the tables and fence which didn't need very much tweaking. 


Audio-

For the sounds in my game we have some simple music to set the vibe and then alert sound effects for the different enemies which help identify who has seen them as well as provide an audio cue for when the guards have given up the chase.

VFX-

For the VFX in my game we only really have 2, the fire in the torches to make them look like torches and to allow them to feel more dynamic, and the alert effect that is emitted from the eyes of the guards if they see you adding a visual to being spotted which provides a burst of sparks and a glowing light trail from the guard "eyes". (see video above)

Post-Processing-

The goals for my post-processing were to convey the dark and warm atmosphere of a torch lit stone building, which also helps the stealthy atmosphere, as well as improve the visibility for the player as its hard to make something feel dark and still provide visibility without post processing. 



UI-

My user interface for this project is rather simple, with there being the main menu with the start and quit button, and the pause menu which holds 4 buttons. The pause menu has a resume button, a main menu button, a reset button, and a quit button.


Get Game Design 1

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