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Pitch

Pitch feedback

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The area I have realise I need to work on are.

how will I convey the narrative within the game.

how I will do this is by leaving hints to my story through out the map like little objects that Timmy interacts with and ask questions and possibly give answers to the players. I will also do this by adding it to art around the scene.

how am I going to be aiming my game towards speed runners.

Firstly before I tell you why I want to aim my game towards I will tell you what speed running is and a bit about. so speed running is when you try and complete a game as possible by any means necessary, that mean using glitches and simply learning how to be as fast as possible the only thing you cant do is have outside input like hacks or mods that do something to the game. With games that are being speed run now there is Elden ring which has a record of 25:13 using glitches and tactics the glitches are teleporting cross the map by quit to main menu in certain place to skip half the game. This has help me to understand speed runs contain loads of different complicated thing like game breaks and using place place you usually supposed to teleport to later in a game. This has led me to no longer be making game aim at speed runners and will deciding what type of people to aim my game at.

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With my interactions I will be having-

-squeezing through a tight space 

-hide in a ball pit 

-quick time events 

-pick up object and inspect it 

-pull down barrier 

 

The reason why I'm doing these 5 things -

 the reason I'm doing" squeezing through a tight space" is because its to have a feeling crawling up there back hoping nothing grabs them while they are going through the tight space. 

The reason I'm doing "hide in a ball pit" the reason I'm doing this one is to give the player a chance when the doll is near and chasing to escape the doll and then get out when its gone.

The plan for the " quick time events" is to have a couple around the map and mainly one at the end where the player would have to press "E" to knock over a poll that would fall down make a bit of the area to fall and land on the doll stopping it for a while.

The reason why I'm doing "pick up objects and inspect them" is because They will have story theatres in like Timmy picks up a coffee cup have a talk about his mother and father to himself.

The reason why i am doing" pull down a barrier" is to slow down the doll to block its path and let the player get away and have extra time to find a ball pit to no longer have the doll chasing it. 

  

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Evaluation

The Aim of this project was to Make a walking simulator game, now is my game a walking simulator i would say to some degree it is now I cant give you why I believe my game is a walking simulator with out a short explanation of what a walking simulator is and the other games that are classified as walking simulators. A walking simulator is game that is focused on gradual exploration and discovery through observation, with little in the way of action however if you go to steam and go to tags and get the walking simulator tag you will see that most popular one have a bit of action like New world, new world is a RPG, action and MMO game however it is classed as a walking simulator and is all about fight and battle and it not just this one another one is the Hunter call of the wild This is a game where you play as hunter and have to hunt and kill animals so I believe if these game make it into this category then mine should as well. When making this game was that it was slowly not becoming a walking simulator so I added stuff to make it fit the criteria of a walking sim and at the end of the level I was going to move the game into a slow moving game where the aim is to find a key for the door to leave but while doing you learn the story and what happen to the character and where did his parents go and what happened to then but I simply didn't have the time. When looking back at my pitch I realised that I have change quite a bit to point where it like whole new concept. Firstly the aim for my game was about the mechanics side which I feel as though I have done as I have added a lot of mechanics to my game next thing I said was that I would convey the story through props left behind by the parents that was still the plan but it was not done as I was mainly focussed on the machinal side of the piece. My game is now aimed towards 12-16 year olds as I feel this is more reasonable compared to speed runners of which I didn't know how to make a game towards them and is more realistic. The next thing I said was what interactions I wanted to do, I only did one of them which is hiding in a ball pit but am still planning to add 2 of them which are pick up objects and inspect them and squeeze through tight spaces. I had people test my game and had review it for there feeling towards the game. 

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As you can people enjoyed it Over double voted that it was a walking simulator with why they thought it wasn't a walking simulator it was added after they did the survey and it took them a lot of time to beat the game when people were testing the they found a few bugs, some were game breaking and the others were little things like there was a tiny gap in the edge of the floor couldn't fit through but it just looks bad and the other was sometimes you cant escape from the ball pit which I don't know how to fix and the other was that sometimes the doll would catch you when you are in a ball pit this was because the ball pit was to close to the ai/hit box and just need to be move away from the patrol route. Some suggested features I would like to add would be a torch for the outside and randomised spawns for player to trick the player. If I where to do this again I would be more time efficient as I feel like I wasted a lot of time doing other things instead of doing my research to quickly move onto my practical so i would end up adding more stuff. In conclusion i am proud of the walking simulator game that i have made though i could of done more i proud of what i have done and proud of how far i have come compare to the last game i made to this one in terms of coding and level design.

Final video of the game to the show the game play of it may of been update since then.

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