Monday, April 27, 2015

Controller scheme menu

I made a picture representing the controller scheme for the game. Now players will know how to play the game without someone from the team telling them how.


Thursday, April 23, 2015

Health Bar in Game and Programmed

The health bar is in the game. it is going to be thin but still clearly visible in a vertical orientation along the left side of the screen. It goes down continuously slowly to make a player vs time element. Health depletes faster when the god sight is active. There are orbs the player can collect to restore health too.


Thursday, April 16, 2015

Pause Menu

I figured out how to get my pause menu into unreal engine 4 the way I designed it. The menu choices glow when the button is being hovered over. All buttons take the player to the appropriate place.


Tuesday, March 31, 2015

Maya Room

I created a room in Maya based off the level design. It is a maze room where the players must navigate with the sight around invisible walls and holes. The blue cubes are regular walls and red is where the holes are. The room has been imported to the engine and it works. It can be scaled to the correct size in the engine.


Thursday, March 5, 2015

Pause Menu Approved


Pause Iterations 2






Pause Menu Iterations






Updated Ruin Map

new ruins map. combines room 3 and 4 to make the dungeon smaller

the new room that is a combination of 3 and 4. the players still have to move a box to jump up to a higher area to push a box down. Instead of a box hiding behind a hidden wall they have to jump across moving platforms to a standstill platform with a box on it. They then have to move the box either across moving platforms or a hidden pathway seen with the sight to another standstill platform with a switch.

Wednesday, February 25, 2015

Thursday, February 19, 2015

Section 1 Ruins Level Design


 This is a map of the ruins. The players have 5 main rooms they must go in to complete the area. There are holes in the wall so players can get a glimpse of their next objectives. There will also be hidden areas added in that can be only seen through the player's special sight that feature easter eggs. However those hidden sections will only be done if time permits.


 In the room labeled 3 players must find 3 boxes to place on 3 switches which opens up the next section. One box is in plain sight. the 2nd is on top of a high platform where they must first push a box up to the wall, jump on it, and then jump up to the higher level. The player can then push the box off the higher area and onto the switch. The last box is hidden behind a hidden wall the player can see through with their special sight.

In the room labeled 1 the the door leading to the 2nd area is blocked off and can be open with 3 keys. The area of the room is a maze that players must navigate through to find the keys. Once they find the keys and place them by the door they can move on.


Only the bottom portion of room 4 is going to be used. Players must jump across moving platforms until they reach a still standing platform with a box. The player must move the box across more moving platforms to the other side where a switch is. Once the box is pushed on the switch the next section is opened up.

Room number 2 has not been drawn out. It's going to be a simple tower players climb. some steps will fall away so the players must be quick and other steps will be missing and the players have to jump across. At the top of a tower is a switch the players trigger that will open the next section.

Room 5 has no puzzle. That is the room where the sword is in. The player picks that up and enemies enter.  Once defeated the player leaves the ruins and moves to the next part of the level.

Tuesday, February 17, 2015

Place Holders

I modeled and animated place holders for Alex and Chase to experiment with in the game engine until the final models are completed.




Creature Inspiration

I found inspiration images to help figure out the direction we wanted the enemies to take appearance wise.