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Scraps

Summary​

Scraps was our first foray into group work on a game and is a puzzle game based on an item called the gravnul. the gravnul allowed you to pick up objects and shoot them if needed. it is a short game designed to show off our ability to make levels and then combine them into a small game. it also taught us how players react in the game and helped us learn to guide players.

 

 

 

 

 

looking glass was made in 3 months by 5 people.

rundown of development

Start of Development

at the start of scraps, I was laying out the level in google draw making a main path for the player to go on and adding additional paths that lead to collectibles. the main path I figured out some puzzles and traps to place to force the player to slow down and stop them from just running through the level.

 

Middle of Development

 

After I got the google draw layout done I started building the level and change and removed a lot of things from the google draw photo. I ended up removing one entire section of the map to shrink it down to meet a three-minute constraint. after getting the main layout done I started scripting things like doors, and my puzzles. at that point, the level was very baron and had little in the way of keeping the player from walking in a straight line to the objectives so I started adding temporary decorations to force the player to move around more.

End of Development

The last month of development was me and randomly selected teammates combining our levels into one level. Right from the start, we started figuring out what levels go where. which we ran into problems straight away with levels in my level all my scripts started to break for builds requiring us to remove those items. I also revised my level again to remove sections of it and add in a new subway system to connect to another players map that was underground. which lead to me making some new puzzles and a gas mask for the player. After the first week, we didn't notice any game breaking bugs so we started texturing and replacing our block out. I also started to look at ways to better guide the player to where I wanted them to go and started using other methods like transparent objects to indicate placement areas for items. which we also needed to figure out ways to optimize performance when we started getting to decoration so I made a script that unloads most of the objects in my level until you reach a certain point in the level. all though there are still huge performance issues it did help out when it came to learning how to guide players a bit.

 

 

 

Images

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Team Members​

Casey Arnell

Jon Conn

Zachery Scharm

Alan Smith

Dillin Whittaker

Sven Zobler

 

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