Major Project 4: Prototype Work

Mechanics:

This video shows the player finding a clue and how it is added to the board.
This image shows the event in the blueprint that manages the visibility of the evidence board UI and whether the no clues message should be displayed.
This video shows the player crouching to explore a vent resulting in the player finding a new clue.
This image shows the event in the blueprint that is responsible for checking what clues the player has found in the prototype.
This video shows an early version of the dialogue system with multiple dialogue options.
This is an example of how the dialogue tree is structured within Unreal. Although this is only a part of the dialogue tree above it shows some of the conditions and checks that are involved in the dialogue.
This video shows the player making deductions by connecting the pieces of evidence together. This unlocks new clues and dialogue options. It is a simple iteration of the system for the moment as it was just to show the basics of how the mechanic will function. This system will be further developed to be more complex as the project continues.
This video displays the changes that occur in the dialogue when the player has spoken to the NPC more than once and when the player has the clue.
This image shows the events responsible for enabling and disabling the player in the blueprint when the player talks to NPCs as the player could be in a position that would block the dialogue camera.

Prototype Playthrough:

This video shows a full playthrough of this prototype.

Feedback Changes:

Our early control scheme had the E key serve as the interaction button for the actions the player could do and the left mouse button was used to click on dialogue options. A bit of feedback we received was that these two controls could be combined. There was no important reason why this couldn’t be the case so in our project currently the left mouse button is used for both.

One bit of feedback received from testers was that there was no indication to the player on the evidence board that the player hasn’t collected any clues. To rectify this a message now appears before the player has found any clues. In the final project, this may be indicated in a different way but for now this does the job.

Originally the idea was to have the game mainly in first person with a third person perspective when the player was travelling between crime scenes. However, when the game scope was lowered to being just on the boat it was causing a lot more visibility issues than it was worth. Feedback was also received on this feature saying that it was unnecessary and added just for the sake of it. This feature is shown below but it has been cut from the game.