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TIGSource ForumsCommunityDevLogsEECS 494 Project Ghost Devlog
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sakshamsadh
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« on: November 24, 2024, 11:41:24 PM »

Project Ghost is a co-op puzzle platformer where you explore haunted dollhouses, capturing various possessables along the way to help you solve puzzles.

Game Download: https://www.indiedb.com/downloads/project-ghost-demo#downloadsform



This week, we focused on improving player guidance and enhancing the thematic feel of our game. The first dollhouse level was restructured to include a central hub room that connects to the spider, carpet, and final rooms, resolving navigation confusion. The previous design relied on backtracking through a mirror that teleported players, which was ultimately too confusing and easy to accidentally travel through. Both the spider and carpet rooms have their entrances and exits lead directly back to the hub room for a smoother progression. The first level was simplified to teach mechanics gradually, ensuring players are better prepared for challenges. Mainly, we lengthened our first room, separating various mechanics into different tutorials that were further apart, as players previously found there was a lot of information at once. In the second room, we reduced the number of lights, addressing player feedback about frequent deaths and restarts.

We also added new content, including a second dollhouse that explores a trampoline mechanic where the spider builds web trampolines for the statue to use. New enemies were introduced: chandeliers that crush players or objects and fireflies that emit deadly light when in line of sight. The statue can now store electricity, opening up new puzzle possibilities. To enhance the visual theming, we added textures for pressure plates, doors, pedestals, and walls, as well as iron spikes to mark walls that the ghost cannot pass through. Decor items like a fireplace, cupboards, and more were added to make the dollhouses feel cozier and more immersive.



Looking ahead, we plan to deepen the electricity mechanic by integrating it with existing systems like trampolines and light-based threats. We’re planning on introducing a new possessable, an electric cord, that has to be controlled by both players and can produce electricity. We’re also designing a new final level to complete the game’s progression and will continue refining the dollhouses with more thematic elements to create a cohesive and engaging atmosphere.
« Last Edit: November 25, 2024, 09:32:43 AM by sakshamsadh » Logged
sakshamsadh
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« Reply #1 on: November 24, 2024, 11:50:47 PM »

This week, we've made significant strides in refining both the gameplay and visual elements of Project Ghost, adding new mechanics, fixing important bugs, and further enhancing the overall experience. Here's a look at what we've accomplished since last week's update.

New Mechanics and Content
We introduced a new two-player possessable: a cable with a plug! This mechanic allows players to connect the cable to a socket to conduct electricity, adding another layer of puzzle-solving to our gameplay. We designed an entire level around this mechanic, featuring platforming challenges that require careful cooperation between players to manage the flow of electricity. This new addition expands our puzzle dynamics and provides players with even more interactive opportunities.
Level and Room Refinements
In both dollhouses, we rearranged rooms to make the spaces feel more like actual, functional homes. The layout is now more intuitive and immersive, offering a more natural flow between rooms and enhancing the overall experience. We've also fixed major issues where certain doors weren't opening when they should, resolving frustrating navigation problems and ensuring smoother progression throughout the levels.
Pulse Mechanism and Lighting
To further enhance puzzle clarity, we added a pulse mechanism that visually indicates which pressure plates open doors or activate lights. Along with this, we introduced light tracks to show the path of each light, improving player understanding of puzzle states and providing visual feedback to guide their actions.
UI and Transitions
The user interface received several updates, including a refined start menu and the addition of a pause menu for smoother navigation between game states. Scene transitions have been polished to provide a more seamless experience when moving between rooms and levels, and control prompts are now better timed to address previous feedback regarding guidance issues.

Bug Fixes and Visual Enhancements

This week’s bug fixes include resolving an issue where the statue continued moving while being recalled, as well as fixing lighting problems such as removing the translucent object that was mistakenly placed in front of each light source. Additionally, we fixed a bug where webs would fall after being jumped on once if they came in contact with a barbed block. These fixes improve the consistency of gameplay and reduce frustrating interruptions for players.
We've also added a parallax background to both dollhouses, each with a unique style, which enhances the game's atmosphere and makes the environment feel more dynamic and immersive.

Looking Ahead
We're working on a new final level to complete the game’s progression, and will continue enriching the dollhouses with more thematic elements to create a cohesive and engaging atmosphere.
With each update, we're bringing Project Ghost closer to its full potential, and we can't wait to share more as we move forward. Stay tuned for more exciting developments!

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sakshamsadh
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« Reply #2 on: December 09, 2024, 02:34:44 PM »

Weekly Update

What’s New?

Introductory Features:

  • Added an intro cutscene to set the stage for the game.
  • Created an intro page with the game’s title and options.
  • Introduced a storyline: A third ghost gets lost in the dollhouse, driving the player’s mission.

Visual and Audio Enhancements:
  • Added cobwebs to the ends of webs for improved aesthetics.
  • Cleaned up the gem colors for better clarity and polish.
  • Introduced new music tracks to enhance the game’s atmosphere.
  • Implemented particle effects for the cable for added immersion.

Gameplay Improvements:
  • Fixed camera issues for smoother transitions and better player visibility.
  • Checkpoints are now activatable by possessable objects, increasing gameplay consistency.
  • Resolved jump issues for the cable mechanic, making movement more reliable.
  • Increased hitboxes for checkpoints to ensure smoother activation.

New Content:
  • Added a new room at the end of the game featuring cable, spider, carpet, and electricity mechanics to tie together all core elements.
  • Fixed sliding door issues to improve interaction.

Ending Features:
  • Created a credits page to highlight contributors.
  • Developed a game trailer to showcase the game’s highlights.

What’s the Motivation?
These changes were made to enhance the game’s narrative cohesion, polish its presentation, and address feedback regarding gameplay mechanics and aesthetics. The intro and storyline add depth to the experience, while the new room and mechanics unify the game’s core elements. Fixing technical issues and improving visuals ensures a smoother and more engaging player experience.
We are now working on a new dollhouse adventure, where the three reunited ghosts explore a different realm—possibly another house set in the underworld. This sequel will expand the game’s universe, offering fresh challenges and new mechanics to delight players.


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