Tuesday, 5 April 2016
Gameplay and Interactivity - Spring Submission
Gameplay and Interactivity - Spring Submission (Group Game)
We started off this unit by being asked to create a board game in the lesson in the groups that we had been placed. We had a given time limit and could only use: paper, pen, pencil, and counters.
In my group there is myself, Will, James and Emma. In our original board game we discussed ideas and our board game had a wild west theme and the main gimmick involved using the counters in a different way, propelling one using another to try and get the counter into a given target. The target had numbers in and the number you get is how many spaces you moved. We added interactions such as duels using these mechanics to make it more interesting.
After that we were told about the terms assignment. To create a 2D game together, it couldn't be a side scrolling game however. We then went to research games within the genre which we could take inspiration from.
The main inspiration for our original ideas was the game Battleblock Theater (Image of gameplay shown below):
After researching different games we then started sketching ideas for levels for our own game.
The main concept of our original game was that the player (you) are a secret agent trying to recover tech from a mad scientist that had stole them, having to travel through different areas of the world to recover the missing tech.
We each sketched a different idea for levels, using a blocked out style. We liked this style initially because of how easy positioning and sizing are. It was very easy to create a clean looking game that was also functional.
This was my very first sketch for a level:
In my group there is myself, Will, James and Emma. In our original board game we discussed ideas and our board game had a wild west theme and the main gimmick involved using the counters in a different way, propelling one using another to try and get the counter into a given target. The target had numbers in and the number you get is how many spaces you moved. We added interactions such as duels using these mechanics to make it more interesting.
After that we were told about the terms assignment. To create a 2D game together, it couldn't be a side scrolling game however. We then went to research games within the genre which we could take inspiration from.
The main inspiration for our original ideas was the game Battleblock Theater (Image of gameplay shown below):
After researching different games we then started sketching ideas for levels for our own game.
The main concept of our original game was that the player (you) are a secret agent trying to recover tech from a mad scientist that had stole them, having to travel through different areas of the world to recover the missing tech.
We each sketched a different idea for levels, using a blocked out style. We liked this style initially because of how easy positioning and sizing are. It was very easy to create a clean looking game that was also functional.
This was my very first sketch for a level:
We then continued to develop each of our initial ideas and make them into 3D products.
This a screenshot of a non textured version of the ice level I created:
As shown in the image above I also created a piece of concept art for the ice mountains behind the level:
However at this time we had multiple levels and unfinished coding. We also had a rock mountain level which Will was making and there was an underwater level in development.
After our first milestone we discussed the idea with Ewan where he then suggested that we stick to a single type of environment. We also has disagreements on whether the level should be made in a block structure or not. In the end we decided too abandon the block idea so that we could add more detail. All off the levels we had developed up to this point were abandoned, while the project was still early and we started to develop a new level.
We changed the theme of the game, the main character is now a treasure hunter, collecting gold treasure from deep underwater. We liked the style that we started to develop and we all came to a solid agreement. We named the game: Submerged.
With the new changes we had to adjust and update our documents to match the new project ideas.
We each took on main roles in the group, these are as follows:
- Myself (Ben) - Backgrounds and menu.
- James - Character and enemy art and animations.
- Emma - Coding and modelling.
- Will - Texturing and modelling.
Of course we didn't lock everyone's involvement and people helped each other so that we could complete a working game, this process just made managing tasks easier. We each completed at least one piece of code and one piece of art. Helping each other throughout so everyone had involvement in most parts of the project.
After creating my share of the work, around month before the deadline I lost everything. My data storage had become corrupt so I personally had to start again and complete my share in time for the deadline.
Below is the result of my new work.
My Coding:
I was in charge of creating a level transition script in case we created a second level. This script would allow the player to travel from one scene to another. When doing this I also added an additional script which created a black fading effect in the transition.
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