Project Summary & Reflection
- Project Summary
Over the past six weeks, I have used Unreal Engine 5 to develop Backroom DoGoJo from an initial concept into a functional, playable game prototype.
The current prototype features an expansive “Level 0” environment, creature replication and synthesis, a currency collection system, equipment upgrades, experimental data gathering, an in-game shop, a quest system, radio-based guidance, monsters, and a furniture-crafting mechanic via 3D printers. The furniture serves practical purposes, such as restoring Sanity, replenishing armor, and repelling nearby monsters.
While the prototype incorporates most of the core gameplay systems I originally envisioned, it remains an early-stage build with significant room for improvement.
- Reflection
Looking back at the development process, one of the project’s primary shortcomings is its lack of accessibility for players with limited or no prior gaming experience. Although I have implemented quests, radio guidance, subtitles, and interactive prompts, certain mechanics may still prove confusing for newcomers. I believe the game requires further refinement—specifically regarding the tutorial, user interface, and the nuances of player interaction—to ensure a clearer and more comfortable gameplay experience.
Additionally, the current scope of the project is somewhat excessive; it encompasses a vast array of content modules. Moving forward, it would be beneficial to curate and streamline these elements to optimize the production workflow—a step that would be especially critical if this were to evolve into a team-based project.
- Future Development
Should Backroom DoGoJo be selected as a group project for the upcoming semester, there are numerous avenues for further improvement and expansion.
Art and Asset Development
I believe this area offers the greatest potential for enhancement. Currently, several key assets—including firearms and creature models—are free, third-party resources used solely for prototyping. In future development, I intend to replace these with original models of my own design. This would not only provide an opportunity to further develop my skills in 3D modeling (including hard-surface modeling) but also help establish a more cohesive visual style throughout the game. Level Design and Exploration
The current “Level 0” environment remains relatively sparse, and I believe there is significant room to enhance the exploration experience. I plan to incorporate more interactive elements—such as puzzles, hidden areas, and a system where players must locate ID cards to unlock new locations. Looking ahead, I also intend to create gateways to other “Backrooms” levels, allowing players to discover further layers and unlock additional engaging content.
Gameplay and Player Experience
I aim to further refine the game’s guidance and progression systems, ensuring that even players unfamiliar with the mechanics can easily grasp how the game works.
Overall, I view the current prototype as a foundation for future development rather than a finished product.
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