Week 5
Using assets to create a simple obstacle course where the player would be required to use abilities to get through.
Building the puzzle for the prototype

Creating the first movable object in game, when using the gravity ability the player should be able to jump on the car to the next platform once mid air.

(Giving the car a box collider and rigid body to allow the player to get on the back of it).
testing the movement and tweaking the jump through creating a constant velocity of the jump, preventing the player being able to levitate and improving the player movement to feel more fluid.

When testing the player character’s jump wasn’t high enough to make it to the car platform, which led me to increase the jump speed and add a constant velocity to stop the player from glitch jumping.
Preparing for the play-test, improving the gravity ability and finalising the prototype-level
Playtest and playstest feedback
Sprint 4
Needing to make a usable prototype through designing a level prototype which would showcase the gravity ability and the interaction the player has with it’s props.
Steps I need to take:
Level blocking the concept of the puzzle and what the player would need to do to solve it, place objects around the map.
Week 6
Guest lecture American Juan VR in games and game managing VR
Peaky Blinder game VR Metaquest
Who are the intended audience
Obstacles and limitations, for the game to be accecible to everyone
The storage of the Metaquest is low almost like a mobile device
The makers coud not include blood, drug references and skeletons for the game release to be open for all audience and have a faster release in China due to the censoring rule in a show that is R-rated.
Infinite Inside
Limiations and problems they encoudered
small team only six people working on this project and having to work on every little bit.
Aimed for a niche market but ended up being the biggest success the studio had.
Recommendations
Start small
Stay open-minded
Take inspiration from anywhere, even (especially?) from non-video game sources
Find the solution that works for you
Hone your skills
Take pride in your craft
Have fun
What should the designer say to the programmer
Working with Sam to complete the gravity ability
Watching videos for the abelton toturial journal.
After descussing with my team and reviewing the feedback from the play testing session, I set up to create a tutorial, which I knew I could use that Tutorial inspiration that of Portal 2, the start tutorial teaching the player through baby steps and acting like they never played a video game before. Then soon out to give the player space to experiment:
The movement camera and character of the ball resembles that of ours with levels being a wide world


The character would move like a marble needing acceleration to get through obstacles.

Different gravity in Marble Blast Ultra:
Arrow convey the different use of gravity rotating the level around

Sprint 5
Check in on group
Ask for environmental artist to edit the hub and make it look nice
Think more about the character mechanics and movement
Grey-box levels fitting the style of Marble Marcher with Mario Odyssey combined.
Grey-boxing a level prototype:

This level meant to showcase the level’s layout with the references influence through the movement and game-play style.