Midterm
This is the major patch and update for my midterm. let's break down all I added and the reasons behind it.
1) Design (50 points possible, 5 points each)
- Intentional design of mechanics to create interesting gameplay is documented with evidence.
I really wanted the cat AI to be a sort of alarm or distraction you could use for or against the player.
- Targeted player emotions are identified and described.
I am hoping that my level can work for quick-based maneuvers or strategic distraction, stealth-based gameplay.
- Evidence is provided of design choices that invoke the targeted emotions.
I added keys and doors to try to make it so people don't just have to run through, but think about what they could do to progress.
- Targeted player behaviors are identified and described.
- Evidence is provided of design choices that encourage the targeted behaviors.
Tried to make patrol areas so the AI has a purpose and is actively against the player.
- Level design includes multiple possible solutions to challenges.
I do have multiple keys if the player wishes to rush through, but also ways for the player to use distraction items to get through.
- Intentional moments of relief are included in the design.
Little cat garden area
- Results of playtesting and subsequent design changes are documented.
I added doors and keys so the player would need to collect them before progressing, requiring participation in stealth aspects or maneuvering through the level. I also did my best to get dash and crouch to work for the player character. Messing around with the animations and the like.
- Design specifications from the Player Character Mechanics Document are delivered.

- Design specifications from the Level Design Document are delivered.


2) Unreal Engine Implementation (50 points possible, 5 points)
- Enemy Al perceives the player through sight and hearing.
Yes, and I have a mixture of it as well. Certain AI can only hear sounds, while others rely on sight and sound other than the player
- Enemy Al patrols and chases the player.
I did set some ai to roam and have set other to follow patrol points that have been set up for them.
- Animation blending functions correctly (idle at 0, walking at 300, running at 600).
- Win condition is implemented and functional.
I ensured my win and loss conditions were in the game. Where ya win by getting behind the locked doors on the second floor, and A simple box collision was added to the win condition.
- Lose condition(s) are implemented and functional.
Ya lose if ya get hit by the enemy AI. A simple box collision was added to the win condition.
- Distracting throwable item is implemented and functional.
I added more enemy AI's and tweaked them a bit. Some of the enemy AI are set to roam to random points, while others are set to follow patrol points I have set for them. I did this in the hopes that the player would have to use the distraction Item to deal with these enemies, rather than sneaking around or running past, as they would have to grab something right near those AI. I tweaked the distraction item to work with the new AI I added, called Inky Cat. Its purpose is to roam but run towards the distraction Item and cause a huge racket of meowing. This, in turn, alerts the AI and tells it to go toward the cat. This would give the Player time to sneak past and get the item they would need to progress.
- Save and load system is implemented and functional.
yes, when the player dies or wins they are sent back to the start
- Level is fully blocked out with terrain and structures, and all mechanics are hooked up and working.

I reworked the whole map and blocked out a warehouse level. I revisited the warehouse level to add an indoor garden, providing variety and making it feel less cut off and restricted. I also added a second floor to make it feel less linear and flat.


- Player character and enemies are reskinned with chosen assets.
Yes, I got them reskinned

- Player movement abilities are implemented and functional.
It took me a bit to get them working, but animations should be in place and work with the movement abilities.
In the future I plan to change out the rock mesh of the distraction Item to be a pizza box and I would like to replace inky cat or get him animations. for now they are just place holders
On finer notes I have cleaned up my blue prints from this

to this

Files
Game design 1
More posts
- Final Devlog12 hours ago
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- Devlog #1Aug 26, 2025
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