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INSERT NAME DOCUMENTATION

Contains still images of the game's development, as well as a YouTuber-esque gameplay video.

Insert Name - Documentation: Text

PROJECT DOCUMENTATION

Still Images

Initial Brainstorm

Initial Brainstorm

Themes, ideas, and possibilities.

Level 1 Brainstorm

Level 1 Brainstorm

The very first concept of level 1.

Level 2 Brainstorm

Level 2 Brainstorm

The very first concept of level 2, piggybacking off of level 1.

Starting to Build

Starting to Build

Once I'd somewhat familiarized myself with Flowlab and how to build games in it, I began constructing level 1.

First Draft of a UI

First Draft of a UI

To create the first draft of some sort of interface, I went into Illustrator. In hindsight, I should have just done everything UI-related in Flowlab from the start.

Starting to Take Form

Starting to Take Form

The general layout of level 1 began materializing into something more promising than before. In this picture, I'm trying to view all of level 1 by editing the camera object that I've attached to the player.

Dialogue Blocks

Dialogue Blocks

When the player collides with a recruiter NPC, there has to be some sort of user feedback going on so that the player knows whether or not they've run into the right NPC. To make this happen, I created text boxes that would pop up into the lower center of the screen, presenting dialogue from the NPC in response to being collided with.

Different Ways to Die

Different Ways to Die

The player can die in three different ways when he runs out of health, and the game will take the player to a death screen that corresponds with how they died.

Implementing Powerups

Implementing Powerups

After some feedback on my progress from other people, I decided to do away with obtaining health from collecting memories and started making them more unique by granting other bonuses. As a result, traps became one-hit kills, but the new and improved memories would aid the player in avoiding them.

Updating the UI

Updating the UI

This was the point at which I realized that I should work on the UI in Flowlab itself.

Animation

Animation

In Flowlab, objects in the Game World layer, as wells as in the User Interface layer, can be spiced up using frame-by-frame animation. In this image, I'd just finished animating the hellfire object shortly after animating the redesigned player object.

Redesigning Interactables

Redesigning Interactables

After I'd animated the hellfire object, I went on to redesign and animate the crack pipe & lighter object, as well as the HR and hooker NPCs.

Fixing Bugs

Fixing Bugs

When the level begins, every crack pipe & lighter object on the map is invisible - until the player either gets close enough or collects the blue powerup. This is me making sure that all crack pipe & lighter objects become visible when the player collects the powerup, regardless of whether or not they're in the player object's line of sight.

Updating the UI (Again)

Updating the UI (Again)

It was time to remake the UI into its final visual form. In this picture, I'm mapping each block of text to its own X and Y coordinates on the screen when the game starts up, as well as having the player be able to navigate between different blocks of text.

Adding WASD Support

Adding WASD Support

During user testing, one of the subjects mentioned that some people are more comfortable moving around using the WASD keys instead of the arrow keys. In this picture, I'm linking up the alternate keys to the movement controls so that moving the player object can be achieved with either set of keys.

Level 1 Functionality Complete

Level 1 Functionality Complete

All of the game mechanics in level 1 have been tested and are satisfyingly functional; level 1 is ready for background object decoration.

Adding Music And Sound FX

Adding Music And Sound FX

Time was right to add the sound. Sound effects were added in already existing objects and would trigger when something would happen to said objects, but level music required the creation of new objects in the Game World layer. When the player would die, the player object would send out a signal to stop the game music.

Level 2 Functionality Complete

Level 2 Functionality Complete

After adding in music and sound, I started working on level 2, referring back to my work on level 1. In this picture, all of the game mechanics in level 2 have been tested and are satisfyingly functional, and the level is ready for background object decoration.

Level 1 Complete

Level 1 Complete

Level 1 has been decorated.

Level 2 Complete

Level 2 Complete

Level 2 has been decorated.

Animated Game Completion

Animated Game Completion

I decided to make the game completion screen more animate by adding in a different color scheme and heart object decorations, as well as fade-in and blink effects for the text objects.

Updating Dialogue

Updating Dialogue

After some second thoughts, I didn't feel comfortable leaving the woman NPCs with very mundane dialogues, so I went back into Illustrator to concoct some various responses that would pop up when the player would collide with a woman NPC.

Added Death Screen Art

Added Death Screen Art

Having nothing but text on the death screens looked pretty boring, so I decided to decorate them with custom art made in Illustrator. Once I'd uploaded these designs into the game itself, the art objects so created weren't big enough, so I had to enlarge them in the game itself, as well as map them onto their own X and Y coordinates.

Insert Name - Documentation: Gallery

Gameplay Video

WARNING: Contains profane language.
Created with OBS Studio and Adobe AfterEffects.

Insert Name - Documentation: Video
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