Blog post 1 – The Mist

Hello! My name is Jesper Bergman and I am the lead designer for group Zombie.
The concept document we chose to create our game from was Umibozu. A big part of umibozu is the mist, the mist is used for both gameplay and visuals. The mist is used to cover things and bring a sense of mystery to the player. The player would be able to see through the mist with a flashlight. This mist has caused our group a big deal of problems because we could never figure out how we wanted the mist to work. We did not know how to make it look good or how we would program it. We started by having the mist very similar to how it worked and looked in the concept document. We quickly realised that this would be very hard to do. Our programmer and our artists had problems making it work in a way that we were happy with. We started to think about many different ways the mist would work. One version we had was that the mist would cover everything and the player would almost see nothing without the flashlight. This did not work because our programmer did not know if he could program it and the artists had problems with making the art. We realised something had to change since we were getting problems from all different angles. We came to the radical conclusion to scrap everything about the mist and have darkness instead. The plan was to use a spotlight in unity to work as the flashlight and have the mist be unlit areas. We thought that this would make everything easier but with this change came other problems in programming and art. I was struggling to come up with an idea that would help the entire group. Our programmer then managed to create a light that could work with the first iteration of mist. We realised we could solve many of our other problems with the art through small changes in the mist and thus the problem was solved. We managed to go full circle and spent many hours working and thinking for nothing. I lacked trust in my team and thought I had to change the game. All I needed was patience and it would have saved my group a lot of unnecessary work. I was too eager to create a game that as soon as a problem occurred I took the easy way out by changing the game instead of fixing the problem.

Our first iteration of the mist and background:Patrik Art style test 4

2 thoughts on “Blog post 1 – The Mist

  1. I liked the ending a lot, were you reflected on what went wrong on your part and how you could improve as designer in future projects. The text is a little hard to follow when you don’t first explain how the mist was supposed to work according to the concept document. Because you didn’t explain how it first worked I didn’t understand the difference between the mist and the darkness, to me they seemed to be the same mechanic. Also, for next time maybe try to explain further what type of problems you or your group had. Why were you struggling to come up with an idea that would help the group? And what were problems that the art and programming team encountered? And so on. Besides from that, great post! // Hampus Bergström

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