Adam Soto's profile

Physics Madness

In order to view a video of the build, download here:

https://drive.google.com/open?id=1dsMP6C4Sq9-IpWJyj3Zi2z8kU6f1gZUp

Reflection:

How would you describe the process of creating and polishing the artifact?

When initially building this project, the idea was to experiment with various features of Unreal Engine 4 with which I had little experience. The first build of the project featured more of an emphasis on paintball, but then I decided that a focus on physics and puzzles would provide a better environment in which I could further my knowledge of specific gameplay design elements. This proved to be the correct choice since it allowed me to focus specifically on the aspects of game design that I was unfamiliar with while minimizing the need to include various elements that were unrelated to that goal. As a result, I was able to further my knowledge and expand my skillset, which has helped me to grow as a game level designer.

What did you learn as you were creating it and improving it?

I learned how to leverage destructible objects in game environments not just as visual effects, but also as tools that can be used in order to trigger game events. I also learned how to leverage physics in order to trigger events as well. An example of this is how I was able to trigger a column to drop onto a destructible object once shot, which would then cause the object on which the column fell to shatter, triggering an event. Now that I have learned how to implement these elements within games, I am more versatile as a game developer than I was previously.  

What challenges did you face?

I was largely inexperienced with much of the functionality that I was trying to implement in this project prior to its creation. This resulted in me spending a significant amount of time studying and repeatedly trying various approaches until I found methods that worked as intended. Additionally, unexpected problems arose with previously established systems within the project that required troubleshooting until the project functioned largely as intended. Among the problems were situations in which the gun's projectiles would randomly get stuck in the air or not disappear immediately upon contact, the program would react in an unintended manner when players try to complete the game without fulfilling the victory condition, and the program itself would not properly package as an executable file without error. Learning how to overcome the problems that I have experienced during the creation of this project should prove very useful in future projects.

How did you incorporate feedback as you made changes to the artifact?

As with other projects, I find it best to consider the suggested changes as well as the effect that the adjustments could have on the project prior to implementing them. This assists in maintaining the quality of the project. That said, the feedback has been encouraging and I have worked to improve the project accordingly. It is important to consistently work to improve one's skills and I have sought to incorporate new mechanics and design approaches as the project has grown.

How was the artifact improved?

Originally, this project took the form of an exploration/paintball game. In its original incarnation, it lacked mechanics and content. Furthermore, it was too similar to previous projects that I have built. The project has since been redesigned to serve as a shooter/puzzle game with a heavy emphasis on physics. This is an improvement because it features more engaging content than its prior version, has a clear objective, and blends multiple genres together to generate a more original experience than was previously offered. From a design standpoint, various new elements were introduced to improve the experience as well. These include a functioning menu system, destruction counter, and event triggers generated through physics. The various changes made to the game should significantly improve the user experience.
Physics Madness
Published:

Physics Madness

This is an alpha build of a physics-focused first-person shooter/puzzle game that tasks players with destroying various objects in order to proce Read More

Published:

Creative Fields