Inspiration
Hitman games and 007
What it does
You infiltrate into a secret base and you have to find hidden areas or find correct items by knocking.
How I built it
I wanted to create an interesting puzzle game. My hook was by making the core mechanic something mundane but give a twist to it so the overall experience is still memorable. I though knocking could be something quite interesting to explore as a core mechanics.
Building the level so that each puzzles are clear and properly paced took lots of time tweaking and rebuilding. Later, I needed the proper audio feedback and cut scenes to really support the concept that this game features a secret agent on a very special task.
Challenges I ran into
Some technical challenges such as lighting and Unreal 4's level sequencer feature were somethings I bumped into. The initial part of this project was most time consuming. I had to create various cool experiences that implements knocking and the narrative.
Accomplishments that I'm proud of
I'm proud of my iterative process. I was fortunate enough to get some great feedback from my various play tests. I was wise enough to go through every feedback and really improve my game.
What I learned
I learnt that I need to create more solid metrics level from now on. Having a good initial demo scene where I contain the core mechanics really helps you to anchor your core game play.
What's next for PeaceKeeper: Haz corporation
The game seized development at this point. I can't wait to share and improve what I learnt from this project.
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