Stealth Museum Developer’s diary - Part 2
A couple of weeks was all it took for me to learn how to do the programming I needed to learn, and quite easily too. Unity is a powerful piece of software, yes, but most of the programming requires C# so it was difficult to get around using it all the time. Unreal 4, however, has the simple and easy to understand Blueprints interface, so with that it was easy to get the basic programming down so my game would be playable. Though, before it came to the final stage, there was a few original ideas that had to change before I released Stealth Museum
First, the conception of tossing the collected treasures at enemies to blow them up didn’t exist; the original mechanic was simply to dodge the robots, get the treasure and escape. After realizing that the original mechanic was too simple, I decided I had to bring in the notion o being able to shoot and kill the enemies. Being free to kill them all meant, however, that the player would have been able to get through the level easily. That was when another game mechanic came into play; limiting the player’s attacks to the number of treasures he had picked up, thus creating some challenge.
I had the idea of the time trial right from the start, but it was the starting limit I had problems with; how much would be too much, and so on. The 15 second bonus with each treasure was initially decided upon, and agreed that the time was appropriate. Originally, the time I had was 180 seconds, but after doing some testing I realized that players found the time limit to be not very stressful, so I bumped it down to a challenging 90 seconds which was still acceptable for the player to complete the level without getting any of the treasures.
At the start of the level you will notice that there are some things that are included, such as the door blocking the player from getting to the end square, and the fact that there is a sort of obstacle course. Both of thee things weren’t included, but change through the process of testing. There was no obstacle, but after testing I found out that some users weren’t exactly understanding how to play the game, so the course was designed to teach them the mechanics before playing. Also, certain players were finding out that they could simply turn around and take a few steps to complete the level so I had to create a trigger that would make a blockage that would only move after the player completed the objectives necessary to complete the level.