Day 1:
My team partner, Joseph wasn’t at college so I spent the first full day of the project alone. Which was stressful as I had to rely on myself to create a Health-Bar and Mini-Map design that my partner would like and that would suit the theme of our project.
Health Bar: The Design:

Here you can see the finished product of the health bar design, which is similar to the first design but it’s different with the colour scheme and shading.
Health Bar: The Comparison Between Designs:



As you can see, the middle image is the original idea I had but I soon changed it since I saw that the colours wouldn’t work as effective as I had wanted them to. So instead I used 3 colours. White, pastel green and pastel purple. Another clear change is that the colours are different shades of 2 colours. Black and red. However, the first two designs have stars for highlights where the other doesn’t. This is because of the project being a graveyard stars for highlights and bright pastel colours wouldn’t work with the theme, which is horror.
Day 2:
Day two was much more productive than the previous because I had Joseph with me so that meant we could reflect ideas off of one another for the design changes, sound ideas and finally who would do what. We had already decided this on the day we had to prepare a concept but the original concept we had was scrapped because it was too ambitious and it was much more sensible to expand something already existing.
Mini-Map: The Design:







As you can see here, this is nearly the complete process of how I made the Mini-Map’s Design. (I originally did have OBS Footage of the complete process but for some reason it deleted itself when I was checking it while at home. However these screenshots show the process at multiple stages). With the overall idea of the design I am unable to pinpoint the inspiration for it but I had watched a movie known as ‘Coraline’ recently so I’m assuming that’s where the idea with stitching came in. For the rest of the design, I am pretty certain that it just came to me from the simplistic colour scheme.
Day 3:
The final day of production was the most stressful because of many reasons. One being that the Mini-Map didn’t want to work, which was frustrating since the previous time that I had created a ‘Mini-Map’ it didn’t want to work either.
Blue-Prints: Screenshots And Explanations:
Health Bar:




With the health bar’s blueprints (Above) there are two different blueprints which both work together to aid in making the health bar function properly and to actually appear on the screen.
Blueprint 1: What Does It Do?:
The first blueprint will be able to get a percentage from the health current and maximum being divided to get the percentage of health left. This is then linked up to a node known as ‘cast to first person character’ (Because it’s a first person game).
Blueprint 2: What Does It Do?:
The second blueprint not only controls how fast or slow the health is drained but it also programs for that when you run out of health a sound is played to show this. This blueprint is linked up to a widget which is what the health bar is displayed on. A widget helps there be player and computer interaction as when you take damage the health bar widget deducts health from the health bar, showing that there is interaction between the player and the computer. This is known as human computer interaction. (H-C-I).





The Pages: What Is It For?:
The pages are going to be collected inside of the game, meaning that when you get a page, a sound will play. This will happen when the collision boxes around the pages are triggered by the player walking or jumping into them. The icon that you see is to show that the pages have locations that you won’t be able to see with all the fog that was added to create a tense and chilling atmosphere. So the icons were added to show the locations of the pages to make it easier for the player.
Final Day: Evaluation And Final Touches:
The final day of this project, known as ‘Post-Production’ gave me and my partner Joseph time to be able to fix any last minute issues that we had with the project. An example of this would be the ‘Mini-Map’ which wouldn’t work like it should. A possible theory to why it wasn’t it working could be that ‘Mini-Maps’ are more often used in third-person open world games. Where as our project is a first person open world game. This means that there could be more steps needed to getting the ‘Mini-Map’ to work.
Mini-Map: Problems That Need Fixing!:

The Problem: What Exactly Is Wrong With The Mini-Map?:
The problem with the ‘Mini-Map’ is hard to pin point exactly. I’m not sure if it’s multiple problems with the same source or if it’s multiple smaller problems with different sources. The problem that surfaced clearly is that the ‘Mini-Map’ doesn’t want to function with the display capture, which is known to be live. (This means that the display that will be shown inside the ‘Mini-Map’ isn’t showing up at all. More specifically the area where the display capture would be is just black).

The Problem: Is There Any Theories To Why This Is Happening?:
A possible theory for why this issue has occurred is because of the minimal lighting used for the game. This means that the render capture (What captures the display to show where the player is by using an ‘Icon’, Which is known as a ‘Paper Sprite’) isn’t able to see the icon, or the player in fact to be able to show the exact location of anything with an icon.
Another possible theory for this is that as I mentioned before, Open world games that use ‘Mini-Maps’ are always in the third person. Our game is in the first person. This means that there could be more issues with the ‘Mini-Map’ because it’s a first person open world game instead or third person. (I am aware that there is a possible way to change a first person view into a third but I’m not sure on how to do such a thing. Plus there is the possibility that it will not work).

The Solution: Were My Theories Incorrect?:
Evaluation: The Final Response:
In an evaluation, it can be known as a final response as you have to explain in either minor or major detail for:
- What did I set out to achieve?
- Did I achieve my aims?
- What went well during production?
- What didn’t go so well during production?
- What have I learned during the project that will aid me next time?
Evaluation: What Did I Set Out To Achieve?:
With what I had set out out achieve I knew that I wanted to show everything that I had learned from starting in September. This is a short period of time but I was keen to learn and practice, meaning I put all if my skills and dedication into everything I have done. (Which includes this short 4 day project). With what I specifically wanted to achieve was to be able to create a creepy horror game that had ambience with sounds to create the perfect tone. (Of course there were no jump scares in the game to really make the player on edge but the skills that I have learned with sound have made it possible in my personal Opinion).
Evaluation: What Did We Set Out To Achieve?:
Myself and Joseph, As a team we had set out to create a game that was different to everyone else’s. This did mean that we had to use an older project and build up on top of that as a base but that is because the original idea that we had was too complicated for the time limit we had. (Plus for the first full day of production, Joseph was not at college due to being ill so that also took a large toll on the overall final product. But both of us as a team do think that we were efficient with equally halving the work so that the workload wasn’t all on one person but we also communicated well. All of this had made us both agree that we had set out to achieve something different but realistic and sensible.
Evaluation: Did I Achieve My Aims?:
With my Aims for this project, they were:
- Make something old into something new and better than before
With the question of if I have achieved my aims or not, I think I have. I know that the pixel artwork that I created from scratch will show that using an old software (Ms Paint) can be used to make something new that can be used in modern day softwares. (An example of this would be Unreal Engine).
Evaluation: What Went Well During Production?:
The main things that went well during production would be that the communication myself and Joseph had was very effective. Another thing that was going well during production was the amount of work that we were able to get done in the amount of time we had per day.
Evaluation: What Didn’t Go So Well During Production?:
The only thing that didn’t go so well production was having Joseph not at college for a full day because it meant that there was only myself working on the project, meaning that took a toll on the project’s overall final design and functions.
Evaluation: What Have I Learned During The Project That Will Aid Me Next Time?:
A lesson that I have learned during this project that will aid me next time is to always make sure that both people know exactly what to do as myself and Joseph did have a few occasions when we would discuss who was doing what, which is ideal for each day of a project.