Development Log
Overview:
The game “Escape the Manor” is about a girl who gets captured by a wealthy serial killer. The owner of the manor locks her away in one of his basement cages. The player must traverse the manor, explore the rooms, complete puzzles, and find the key to escape before it's too late.
The two levels featured in the game take place in the basement of the manor, which acts as a prison of sorts, and the main floor, which contains numerous rooms that can be explored. The largest room within the manor is the library, which contains a maze of bookshelves that the player has to maneuver through in order to find the key she needs to get out.
Small time boosters can be collected by the player to give them extra time and balance the difficulty of the game, however, they must still act quickly and efficiently to escape the manor. Be wary, some of these boosters are not what they seem...
Some obstacles are put in place to slow down the player, such as the different puzzles of increasing difficulty that must be completed to receive the keys, as well as the time traps that will decrease the timer instead of adding to it.
Link to presentation:
https://docs.google.com/presentation/d/1L6Q_QBYwumEpZjqZ1FsnOjeBpzrY3badgFHWAVPzbXw/edit?usp=sharing
Summary of play tests:
Playtest Results & Notes Week 1:
- The bare-bones of the player movement and camera angles is functional, but not ideal.
- Camera movement is a bit jumpy and it’s making the walls appear to shake.
- Map so far is just a cell for the player. It still needs to be expanded on a lot more for the next week.
Playtest Results & Notes Week 2:
- The keys work to open the doors but with the new layout, there definitely needs to be different types of keys, otherwise the game will be too easy.
- On trigger enter stopped working, so we switched to a collider. Now the player’s movement goes in random directions when it hits the door.
- Aside from the door issue, the player and camera are moving fine, the doors are able to switch between scenes easily.
- Still need to add in the assets and work the narrative into the game better.
- Puzzles need more feedback on when it's completed. Add sound/visual indication of a puzzle being solved.
Playtest Results & Notes Week 3:
- The assets came together nicely, the lighting still needs to be fixed up a little before submission.
- Puzzles were moved from separate scenes to being implemented into the manor’s structure itself, which makes it easier to play.
- A timer was added to give the player an extra obstacle as well as a purpose.
Assets Used:
For the low poly design of the build, we used this megapack:
https://assetstore.unity.com/packages/3d/environments/low-poly-megapack-lite-136629
For the basement, we used this one to create a dungeon-like feel:
https://assetstore.unity.com/packages/3d/environments/dungeons/decrepit-dungeon-lite-33936#content
The doors in the main floor of the manor were provided by:
https://assetstore.unity.com/packages/3d/props/apartment-door-146225
The main character was taken from this low poly elf design:
https://assetstore.unity.com/packages/3d/characters/toon-elf-character-low-poly-19572
All of the keys used throughout the map came from this pack:
https://assetstore.unity.com/packages/3d/props/rust-key-167590
The books came from this pack:
https://assetstore.unity.com/packages/3d/props/interior/qa-books-115415
The paintings came from this one:
https://assetstore.unity.com/packages/3d/props/interior/paintings-free-44185
Audios Used:
https://freesound.org/people/johnnylovesight/sounds/578929/
https://freesound.org/people/MATRIXXX_/sounds/402767/
https://freesound.org/people/angelkunev/sounds/519065/
https://freesound.org/people/MLaudio/sounds/511484/
https://freesound.org/people/deleted_user_2104797/sounds/164642/
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