Final 9 to 5cape

Video Game link: https://danielojeda001.itch.io/office-conundrum

Modeling

Most of the elements used in the game were modeled from scratch in Blender.

Level Design

The first level has new music, throw sound, local sound (bathroom), and sound for the collectibles.

Level 2

The second level was created with premade 3D models (Sketchfab)

User test

I was able to run 2 successful user tests. Drawing from those results I changed the music, location, and pickable quantities for the last version of the game.

User Interface

After multiple iterations, the final version of the user interface presents the number of objects to be picked and the controls.

The first level had multiple redesigns related to graphic design and the architecture of the office.

Published
Categorized as Final

DEVLOG

After fooling around with the physics and in general with the number I ended up with the character shooting rather than just throwing objects, which changed the idea that I had for the second level, now before going to HR’s reformation program, a quick stop in jail is required (murder attempt).

User test:

Although I had the user test 3 questionnaire, issues with the 3D models used in the 1 level didn’t allow me to update the last version of the videogame to itch.io so I don’t have feedback from the users yet.

Finally, I bought a minor issue with my code. I can throw (shoot) without picking the object first.

Devlog- Spring horror

During spring break I was able to finish or find the missing 3D models for my first level. Also, after fooling around and playing with the numbers, the throwing command resulted in a brutal and violent shooting of office supplies, which led me to create a second level where the player will be processed, not by HR anymore, but by the police for a murder attempt.

Here the police and the jail

Nevertheless, fooling around with the game also caused an error that broke the game for almost a week, a period during which I made no progress at all!

DEVLOG8

The code and Models for the collectibles are finished so each collectible has its counting in the UI.

New iteration of the UI

Portal Area added

Finally found a descent enemy

User Testing Round 2 :9 to 5

After adding sounds and interactions the second user test was focused on how did those elements effected the user experience.

The open-ended answers have been summarized in bullet points:

  • UI should reflect level objectives.
  • More walls for increased exploration.
  • UI update for collected items.
  • Add more objects.
  • Suggest larger level for difficulty.
  • Some find jump sound annoying. (Watermark)
  • Positive feedback on Rick & Morty reference and sound effects.

Related to the stats the more important conclusion is that the art decisions can be improved as almost 30% of the players didn’t like the music.

The next step in the game is to include interactions between enemy-player, and more physical constraints. The modeling of new 3D assets is in process and new music is being evaluated.

Devlog 5

This week I have modeled a vase and a lamp.

The vas has physics and every time the player drops one to the floor will activate the enemies.

The lamp will be the pickable item for the player to attack with.

Devlog week 6

I have been focused on modeling and improving the appearance of my scene, I have been practicing in Blender (spaceship).

Now I’m planning to model the whole scene in Blender from an architectural plane.

User Test

After making the game available in itch.io: https://danielojeda001.itch.io/office-conundrum

and running the feedback questionnaire the results are:

Forms response chart. Question title: How long did you play the level?
. Number of responses: 5 responses.

Most people didn’t understand what the purpose of the video game was so it will be necessary to include a prompt or onboarding process.

Forms response chart. Question title: How long did you play the level?
. Number of responses: 5 responses.

As the objective is not clear and many collision boxes are missing the playtime was really short.

DEV Blog 2

Video Game Summary: Cubicle Conundrum presents the user with an office scenario where they have just one objective: escape from the office without being noticed. This first level has three main obstacles:

1. Cameras whose FOV is defined by a collision shape.

2. Workmates trying to chat or talk about work.

3. The boss, whose office is just by the exit door.

Office Sketch

Level, limits and components

Level components:

Column

Round Table

Camera

Table