For my Project and Portfolio IV class I was tasked to, essentially, just design a level for a game. This included planning a design document, putting together the blockmesh, developing the mechanics, and finally conducting some playtests. At the end of every week, of the four weeks, we upload a build and present a progress report.
The video below is the progress report for week two of the progress. For context, week two was blockmesh week. We were not expected to have any mechanics fleshed out, just the most detailed blockmesh we could make in a week. To be completely honest, it did not occur to me that I was going above and beyond blockmeshing until the end of the week, right before it was due. With little time to change that, I left the rocks and materials as they were and finished up the work for the week.
The following week was a focus on implementation of mechanics and goals. the general idea was to have one required objective and three types of other objectives. In hindsight, I believe I may have gone over the requested three other objectives, they are all interconnected. I explain, and showcase, everything in the video below, but here’s a list.
Within the level are a set amount of collectibles and three interactables. There are also a total of eight ghosts to take out. The player can see their progress by accessing the Score Menu, which pauses the game for playtime tracking purposes. There are wine bottles, gold bars, gold coins, and old cameras to gather for treasures, and there are three different decor items to add to the boat. Ghost exorcisms is also tracked on this menu. All this detail is shown on the win screen where they can quit the game or play again. This menu is accessed by pressing Q on the keyboard. They also have easy access to what the controls are by pressing the C button at any time.
Here is the video detailing the finalized blockmeshing.
Here is the video detailing the custom mechanics. Mainly just the interaction and exorcism mechanics.