Category: POTRO

Phantom – New Voice Over and Dialogue Lines

I am working on this project with 3D artist and game designer Temi Olujobi. 

I wrote a new intro sequence and new dialogue/reactions lines for the NPCs to better explain that A) they are awful people and ok to kill B) They set up the relationship between the player character (Ian) and the Director boss character (Killian).

We cast fellow game designer Jordan Jones-Brewster as some of our targets and Temi and I re-recorded our other lines.

We also added in our game music made by game designer and musician Shak’ar Mujukian, and added an ending scene after the player kills the director.

 

Phantom – Boss Puzzle Gatekeeping

I am working on this project with 3D artist and game designer Temi Olujobi. 

We introduced “bosses” to the game. For this level, the final puzzle is directly behind the curtain, where the player kills the director responsible for their death. We added these characters to give the level a more climatic ending (both in gameplay and story).

Now the player must complete the other 6 puzzles (in any order) before the stage doors will open and let them enter this puzzle area.

Phantom – Menu

I am working on this project with 3D artist and game designer Temi Olujobi. 

I added a pause menu so the player can adjust their settings. In the future I’d like to add mouse sensitivity to it too. The menu works for mouse and controller.

Phantom – Deadlier Deaths

I am working on this project with 3D artist and game designer Temi Olujobi. 

via GIPHY

 

Playtesters wanted a bigger payoff for the deaths, so we made them more bombastic. We want them to be funny and surprising. I made unique blood/squelching noises for each death and added random, slightly oversized body parts to the death (not my models.) Temi made the AI characters ragdoll on impact, which is hilarious.

Phantom – Follow Bug and Postmortem Wave

I am working on this project with 3D artist and game designer Temi Olujobi. 

Temi added hilarious death animations that ragdoll the targets when killed. A consequence is that the AI in the music hall still follows the sounds it hears, even after death. (I fixed this by disabling the routine after death; the bug just makes me laugh.)

Also, the dead AIs will occasionally wave at you due to their physics, which we’re keeping in because I love it.

Phantom – The Blood Bug

I am working on this project with 3D artist and game designer Temi Olujobi. 

We recently found a bug in the music room piano player puzzle. If the speaker bounced when it hit the piano player, every bounce counted as an additional kill. This caused the “scale blood” function to fire on every bounce, filling the floor with blood.

I fixed this with a quick collision check to only count the first impact, but the bug footage is pure gold.

Phantom – Input Detection and UI Icons

I am working on this project with 3D artist and game designer Temi Olujobi. 

Playtesters were forgetting to read the text at the top and bottom of the screen, so we changed the UI to be more image based. Now there is a skull for each target that turns blue when the target is killed. I made icons in semi-screen space (they render on top of everything else, but their position is relative to the object’s position) to show what functions an item has. I also detect which input device the player is using (either mouse + keyboard or a controller), and change the icon accordingly. The icons darken while the corresponding button is pressed for a bit of juice.

 

 

Phantom – Computer Screens

I am working on this project with 3D artist and game designer Temi Olujobi. 

I made some computer screen images for the monitors. All of them are searches for various narcissistic or silly things to emphasize how self-centered the people who live in this world are (so self-focused that their limited reactions to the ghost are believable.)

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