Try, Try, Again
Author: Riley Darling
Posted on 5/30/2024
In my last blog post I mentioned making an opening cutscene, but with the little experience I had with Unreal's sequencer it ended up being choppy, too fast, and just overall confusing. We added too many elements to try to explain the complex story of our game in less than a minute. It wasn't very good at all and the entire thing had to be rethought and revised. The main issue being the shop keep that just looks like a gargoyle statue, which is very confusing to the player already as they don't immediately know that's suppose to be a person. This is what our old cutscene looked like:
Having a little more experience with the sequencer this time around I was able to edit the scene and replace the shopkeep with a simple note giving the player a simple direction to go. We also included the shopkeep's message at the beginning of the game instead of in the opening cutscene to give the player a bit more time to consume what they are seeing. Cutscene's are a pain to work with, but they always give your game a sense of professionalism and are usually fun to make and finish. With all that being said, here is the finished product for the revised cutscene:
In Plain Sight
Status | In development |
Authors | 6SidedStudio, TrayCoats, Jonathan Kohl, wunt, Kyu, Glitch, DeltaCompany |
Genre | Puzzle |
Tags | Fantasy, First-Person, Horror, Stealth |
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