Process


First we all had individual prototypes that we took elements from:

Shantanu: Different mechanics per dimension 

https://kamikazitaz1.itch.io/research-prototype

Analisse: Using a device to reveal something hidden (finding object to exit painting)

Michelle: Entering painting dimension

https://pumibless.itch.io/final-project-proto

Harris: Setting, walking around in the museum

https://harristsui.itch.io/project-prototype

Started With Game Concept

  • Walking Sim with wonky walking mechanics in different scene
  • It’s in a 3D space, but when the player interacts with a painting they will see 2D objects (sprites) 
  • After-hours art museum 
  • Different physics/movement mechanics in the (individual) paintings vs. player movement in the “real world”
  • Once you hop into a painting, you find a clue/paper for how the painting’s gimmick works or a clue on how to solve the puzzle
  • Player can’t jump into every painting in a room but at least one painting per room can be jumped into (either have description say that specific painting can be jumped into or have the player just trial and error or have a riddle to which real painting is) [ (8 paintings in total can be jumped into)*
  • First Person Camera

*Due to time restrictions this became 4 paintings the player could jump into.

The group worked remotely and as a result, most communication was done through Discord and some Zoom meetings.

Roles: 

Analisse: Museum layout, some 3D modeling

Harris: Painting layout, 3D modeling, texturing

Michelle: Coding, Painting & Museum, Painting Visuals

Shantanu: Paintings, VFX, sound


This was the very first playable version of this setup, we had one painting that transported the player to a different scene


This was the first playable version of the Monet Scene, featuring a player that could move around and a button to exit the painting

By 4/6 we had:

  • Player movement in the museum
  • Transition from 3D to 2D (do this by keeping scene 2D and have a player object in the 2D scene,

After 4/6 we needed to fix the player controller since it did not work properly and considering that we didn't have much time left, we had to cut content, such as taking away the amount of interactive paintings, we also had to adjust some textures and make the walls seem more solid.

By the 15th, the museum was completely laid out and we were working on making the levels in the paintings.

  • Feedback-4/15

-No idea what needs to be done (maybe put an instruction or something)

-Player seems very small in relation to rest of the environment

By the 20th, we were implementing instructions and we changed the player size

  • Feedback-4/20

-Be able to exit painting whenever you want

-Maybe cut down interaction to maintain immersion

-Have some kind of in game visual of the artifact to see if you can get it

-Have changes to museum be purely visual

-Museum seemed uninviting

After the 20th is when we started making our final changes, we made collecting artifacts affect the real world and finished all the painting levels, all the sound was put in the game.  We decided to take the "uninviting" aspect of the museum and turn that into a mechanic by having the goal be for the player to make the museum more inviting through their actions.


Completely laid out museum

Completed Monet Scene

Music in progress

Changes after 4/27

-Zfighting fixes

-Start where you left off

-more pronounced audio cues

-have a visual representation of when you’re resisting winds 

-Clouds no longer move with the player in Dali

-Have transitions w/Escher, no hard cut

-Saul should be easier, you can see the platforms

-Have a next button rather than press Space every time

-Be able to leave w/o getting artifacts

-Have a quit dialogue rather than just exiting

-Have something to tell you when you have an artifact

After we made those changes, we went into our final step of polish and creating everything around it.  We created a sample submission to a game show and a trailer.

Get The Exhibition of a Lifetime

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