v 0.3.1
Perception » Devlog
Fixed portal collider issues
-There was a bug where players would either be unable to go through portals or would clip in-between the spaces of walls. The prefab has been edited to prevent this.
Added in an icon for left click to drop
-Some players didn't realize that you could press the left click to drop the cube. As there people who had trouble in the second level by always throwing objects instead of placing them. Added another icon for the left click to show the player they can also drop cubes.
Reduced player head bob
-Due to how disorientating the level is, players mentioned possible motion sickness. This is due to the amount of visual information that is very disconnected from the real world. The head bob sway, though realistic made people stop in place and look around to avoid feeling sick. The bob has been significantly reduced to help.
Shifted the cube pickup parent position
-Some people complained about the cube being too close to the player and having it be difficult to move around as it's right in their face. The parent position has been moved further away and lower to allow the player to see more clearly. A down side is that it's a bit harder to aim when throwing. More testing is required.
Made edits to the black prototype texture
The black prototype texture had some white text that made the texture pop up. As it was placed on every object it made the level feel very loud and intimidating, making it difficult for the player to focus on specific areas. The text has been removed to make the background objects a bit duller and to guide the player's eyes to objects of important more easily.
Lowered the room height of the second room
-Some players did not realize that they were on the ceiling in the second room. This is because when you enter you may not see the button above you as you enter. The room's height has been lowered to accommodate.
Made edits to the the arch model in room 3
-Room 3 originally had a cylinder above to hint at the puzzle solution but players did not focus on that, but instead noticed the arch as more significant. The cylinders have been removed and instead the arch has been textured differently for a better puzzle hint.
Made edits to room 4
-Room 4 was seen as too much of a difficulty jump from the previous room. The scale of the room along with the multiple paths made it too difficult for a first time experience. A few portals have been removed to simplify the level. The wall has been moved closer as well to make it smaller and easier to process.
Added varying floor materials
-To make all rooms a bit easier to understand and to have players understand the gravity manipulation a bit better, walkable floors have been given different colors based on their gravity.
Made changes to the cube material when entering portals.
-Additionally to make the gravity much clearer on the physics object, the cube's material will change to a more saturated version of the floor to make it clear to the player.
Files
Version 0.3.1.zip 30 MB
Mar 03, 2022
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Perception
A Non-Euclidean Level Design Exploration
Status | In development |
Author | Littlebath |
Genre | Puzzle |
Tags | Casual, First-Person, littlebath, non-eucledian, perception, Short, Singleplayer, Surreal, Unity |
More posts
- Puzzle 2 DesignMay 09, 2022
- v0.4.2Apr 25, 2022
- Puzzle 1 DesignApr 23, 2022
- Hub Area DesignApr 23, 2022
- v0.4.1Apr 23, 2022
- v0.4.0Apr 23, 2022
- v0.3.9Apr 23, 2022
- v0.3.8Mar 29, 2022
- v0.3.7Mar 29, 2022
- v0.3.6Mar 29, 2022
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