Time Enigma
Point and Click “Murder” Mystery Game
Camera Control
I worked on the camera for this project. This was an interesting challenge because it is 3D movement done using touch input from a phone. I went through multiple iterations, and want to take this opportunity to show that process.
First Iteration
This iteration was based mostly on personal preference, because you got to start somewhere. I didn’t want the player to look at the bottom of the level, so I made the camera move closer to the room.
Second Iteration
In this iteration I moved the camera closer to the level to remove as much dead space as possible, to give players on smaller phone screens a better experience.
Third Iteration
At this point I had clear tests and feedback that I could base my improvements on. The biggest issue was size. I scaled up the FOV for a wider viewing angle, so I was able to move the camera even closer. I clamped the camera further from the ground, because it was an uncomfortable angle.
Final Iteration
Audio Design
I also worked on Audio Design, and I wanted to share the thought process that goes into just one sound.
What is the sound’s purpose?
If the sound is to build tension, we want a late kick with a slow, long attack.
An example of this is the time swap sound. The satisfying “Ding” at the ending is to make the sound a bit more mysterious. But when the purpose of the sound is to be functional, then a more realistic and clear sound would be better.
An example of this is the sound you get when you craft the scissors.
When does the sound play?
There are some limitations you have to put in place based on where the sound plays. If the player is picking something up, the sound shouldn’t be very long, since the player will be picking up objects frequently.
But when the player loads into the game for the first time, that’s when you can play a sound that is longer and more distinct.
How memorable should the sound be? (1/2)
Certain events require certain levels of memorability. A great practical example of this is the scissors. Having such a shrill sound for the scissors make them stand out.
This is because I want the player to realise what they did when crafting the item. It is the first time they craft an item after all. This is why it should be memorable.
How memorable should the sound be? (2/2)
A sound that shouldn’t be memorable is, for example, the radio. It has no purpose other than flavour. The sound doesn’t have anything distinct to it, it’s just noise. I tried to go for the same feeling you’d get when rain is trickling on your window:
I added the in-game music on top to give an idea of how it would sound like in game: