Postmortem


For this project, I’m making a scary, oriental walking simulator that is horrific, mysterious, darkend, about showing some oriental paranormals, and are for players who like exploring the environment and solving puzzles. And these are the goals I set initially to achieve for this game:

  1. Ancient Oriental styled architectures.
  2. Gloomy atmosphere; Dim light throughout the environment.
  3. Consistent color palette.
  4. Ethereal ornaments.
  5. Clear wayfinding.
  6. AI chasing enemy
  7. Scary sound effects.
  8. The cool particle effects

Then, in the process of making this game, here are some points that I believe went right, as well as some that went wrong.

What went right

  1. The post-processing effects, such as the foggy air and the bloom lighting effects. These things really contribute to the gloomy atmosphere of the environment.
  2. The assets of ancient oriental styled architectures. In both play testing and critique phase, I heard the compliments on the architectures I chose to construct on the whole sense of the genre of this world.
  3. The AI enemy really adds on the terrifying vibe when it is chasing after the player, as well as the detecting function, where player needs to figure out the hiding strategy.

What went wrong

  1. The choice of the sky box. Not saying it’s totally not matching the environmental lighting, but it’s just kind of controversial, since the lighting is a bit dark but the skybox is bright.
  2. The teleport portals are too simple, sometimes players even complete the missions without entering the portals.
  3. The terrain is too small for players to explore more in this game world, the details also needs improvements.

In conclusion, I believe I’ve learnt many new techniques in Unity, which could make the game seem much better by doing some simple steps. In addition, the new world of environmental design opened the door for me, which allows me to think and design my own world, as well as the levels and paths in the environment. The gameplay design was very challenging, too. For the next time, I’ll probably try much harder on level design, in order to make the next game a more immersive one.

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