Devlog 6: The Official Launch


Many new features have been added leading up to the intended launch date. We expanded from the boss creation into a fully fleshed out game demo with clear beginning and end. An additional game goal was added where the player must ‘reach the escape shuttle’ and this triggers the end of game cutscene and completes the narrative. As the player progresses forward, a new enemy emerges from the dark tunnel ahead with tendrils from their back. This enemy is not intended to be killed by the player, instead it is initiated to destroy them as the end of the game. This also acts as a jumpscare as this enemy has the ability to run at fast speed, giving the player little time to react. In this level we utilised darkness and audio. A torchlight is used to progress through a single corridor towards a warped alarm audio with no other ambience present to instil an unsettling effect.


 




The cutscene character implicates itself as the player with the matching-coloured suit and gun model laying in the background. This scene progresses from displaying the seemingly deceased character to the growth of black tendrils from behind the body, expanding beyond view. The flickering lights then switch to a highly saturated red as the head twitches and character stands, revealing the final name of the game and credits to all team members. This tutorial allowed for us to utilise videos within the limitations of WebGL and expand our work in this area (www.youtube.com/watch?v=mIK9EcwwEMY)

 

Other changes made were smaller improvements to the overall game feel. More audio was used and props added to create a more engaging player experience. These smaller improvements add to the larger scale extent of the game demo and upon a playthrough these were all successful in completing the imagined image we had of the end result.

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