What's Next

I began working on my capstone project the day after my last post, and most of my time since then has been in the planning stages. Since this project must be completely original, I won't be making any levels for other games. This time, I'll be making my own. Very scary, given my humble designer-only status, but I intend to stay afloat by keeping it simple. After racking my brain for simple mechanics that even I could implement and design around, I've decided to make a level centered merely taking a ball and placing it in a tube at the opposite end of a room. My entire project will consist of three of these rooms, and each one will require the player to bypass numerous puzzles that involve creating and manipulating Rube Goldberg-like machines in order to move the ball throughout the level.

I've already begun designing on paper (as you can see from the beautiful excerpt from my design notebook), and I'm really interested to see where I can take this. The simplicity is both a blessing and a curse, although I'm fortunate to only need to do three rooms. I'll be designing the levels in Unreal Engine 4, with the goal of further familiarizing myself with that tool as well as gaining experience with Blueprint, its visual scripting system. 

Paper maps are due Friday, so expect a more substantive update with those included soon.