Entry 2: developing route 2

Concept 2

Board game + touch screen technology. It mingt be an app that complements a board game.

Though I preferred this route, I was struggling a lot with coming up with idea. So after some time of effortless attempts to find something, I started over with asking a question: What can an app do in a board game?

  • sum up game results and show ending (maybe several, depending on the results)
  • define turns
  • one of the tasks, similar to special cards in Monopoly
  • Chalenge or obstacle
  • Drawing
  • Parallel play: to proceed in the analogue game player must pass a digital level
  • QTE reaction: app has a timer with random time period. As the analogue game goes, app suddenly sets off an alarm with challenge, which player has to solve fast. Player gets a bonus in case of success, or a punishment if not. Can be an element of strategy (player can willingly fail the task to get some benefit in future). Something like challenges in Among Us.

Interactive ending concept:

I decided to try and develop one of the previous ideas about narrative card game. App collects data from the game session (like what choice did player make), and according to algorythm shows one of the game endings (video, animation or even partly intercative thing). Digital element will make it easier to sum up game results and contribute to aesthetics.

Where can this be applied?

  • Create your story game with challenge elements (or even apply QTE mechanincs)
  • Strategy game, where it helps to manage resources and then, depending on the amount of them, give the result and ending

Thus, as experiment showed, this concept has a significant disadvantage, that contradics one of my objectives : new feature must be significant for gameplay. Here the app functions more as a supporting mechanism and partly decour to make the game ending more engaging and spectacular.

QTE reaction:

I thought that this idea is also worth trying to develop as it solves the issue of the previous concept – it is directly intertwined with gameplay and game process partly depends on it.

Again, I asked a start question: What can these QTE do i a game?

  • give access to special resources or features
  • hold up or give punishment for failing it
  • be an element of strategy

Players should be encouraged to complete these challenges, which can be either individual or collective. In case of individual, player is responsible for the choices and risks getting a punishment. In case of collective, players will compete to be the first one to take the challenge and get a bonus.

Potentially I liked this concept, but apart from above mentioned ideas I became completely stuck here. I had no other ideas of how it can be developed or even what setting it might have. I definitely didn’t want to copy Among Us, but nothing else came to my mind. So, I decided to put away this one for some time and try to develop

Parallel play

Where I completely failed again, but these time because I realized that even though that has potential and can be very interesting playing experience, that would mean creating 2 games simultaniously, one of which requires a lot of coding, which is my weak point for now. It would be impossible to handle for the time scope that we have for this project. So I rejected this idea completely.

Overall, I’m mostly going back to whiteboard. I have the craft game idea more or less developed and will try to get it further, but at the same time I still would like to try the blending route. Hopefully, I’ll come up with something decent till the pitch. One thing I realized is that I have major idea problems if I don’t have some kind of setting and story in mind. Maybe I can approach idea generaton from this side better.

Entry 1: Brainstorming

New term and we’re heading for experimental development. This time we have to think of something to experiment with, try new approaches and even new technologies.

To start with I have looked through the brief to define areas, where I can start with. And I found 3 areas:

  • Technology, where I have thoughts to experiment with touch-screen. For example, to intergrate app to a board game
  • Applying alternative mediums, like craft. Maybe also with applying digital elements
  • Custom game components: maybe a game can have a reworked concept of existing game with alternative elements

The main topic of this progect will be HYBRID GAMES. Combining analogue and digital mechanics. Also I defined some key points or goals for the game:

  • The game must present one relatively small, but playable experimental feature
  • This feature must be functional, but not just for decour
  • This time I want to focus development process on mechanics rather then visuals or aesthetics
  • Visuals must be stylish, but minimalistic (for time saving reasons)

After some time I decided to focus on 2 possible ways of development: touch-screen + board game or a craft game. And came up with 2 concepts.

Concept 1: craft game (Origami)

This is the mind-map I eventually came up with:

Red lines mark the ideas I particularly liked and can try developing further. They include setting – something related to Asia or Japan (if I opt for origami cranes) to support the play medium thematically, visually and even narratively. Clours could work as a suitable criteria for creating combinations (maybe even something random like Twister). During that process I was serfing through Pinterest to get some inspiration and ideas. And I found this image with cute birds sitting around that influenced further brainstorming:

At some point I event thought about a card narrative game

In general I see that as a nice potential concept, thus for now I’m opting more for a touch screen + board game route, which I’ll try to develop further.

Research question

I couldn’t decide for a long time what topic to choose for the essay, untill I accasionally ran into an article about temporality. I got interested and a thought came to my mind why not to analyse how temporality relates to pacing or flow. Since I was working with Pathologic for BA thesis, I was interested to analyse it from this perspective as it had issues similar to the issues of flow. But one would be irrelevant to analyse, so to make comparative analysis I chose the second game of the same studio, because time turned out to be one of the key features for all of their games. So the Void was my second option, which would be interesting because Pathologic is reported to be rushed, while the Void is often referred to as boring. I wonder if it has to do something with time mechanics.

Here I’m presenting some basic overview of the games I’ve chosen and potential areas of research.

Critical play. Entry 11: the Day has come

Finally the game is officially ready! I have spent around 20 hours non stop connecting the scenes together, adjusting transitinos and removing the bugs which I wasn’t attentive enough to spot before. Nothing much happened to document here. It’s just long manual work which is finally over.

A couple of words on sound design. I think that there is no need for many background sounds as title music makes it all to create the right mood. And I think I’ve found the ideal one. It’s light and sad, but gives you a bittresweet feeling. The one that I had when got the message that my friend made it home safe. I was happy that all went well, but at the same time we both were sad that the situation happended and there is more time (unknown amount of time) ahead of waiting till we can meet in person.

I also added simple titles at the very eng just to make the game look finished and deliberately omitted the start screen. I felt it right to make it similar to Journey, which starts right away without explaining anything. I don’t want people feel that it is a game. It’s just a small story which you can experience without getting ready for it.

As a little conclusion so far, this project exhausted me morally and physically (night shifts are becomig a habbit now). But I can’t say enough what a big leap forward for me it was in terms of game design and technical skills. Compared to all my previous games, that had only one simple mechanic and not a hint of narrative whatsoever. Here is the list of things I learned within this project only:

Timeline

Animation triggers

SetActive (true);

Spawning object in order with one button (lists and resourses folder)

Scene transitions

Particle system

Ragdoll mechanics

Sequence puzzle

Pong (and AI)

Custom cursor

Hide cursor command

Close application command

Yes, the game is not 100% polished. Apart from ragdoll, which is still a big issue, I’d work more on background assets and animations. But I can call the game complete and totally satisfied with it. It still has to undergo playtesting ( results of which, I guess, I’ll put in the report mainly) and a bit worried if playtesters understand the story, get the message and in general if they will like the game or not. Because I’ve spent so much effort here. And how will my friend react to it, because it was made due to and partly for him. But this 2 months experience I’m not likely to forget soon.

So I invite everyone to test it out yourselves or watch a walkthrough video below. Have fun and care for your loved ones.

Critical play. Entry 10: Final mini game!

The final mini game is ready! And that means all part of the game are complete and ready for the final set up.

Anothe completely new mechanics for me which I called the sequence puzzle. It turned up quite easy to make. Now I know how to work with string variables, check if the input is in correct order and set up volumes for each puzzle element. That was interesting.

The buttons work fine, it’s just me who couldn’t see properly, where I’m clicking =)

Also as you can see I included particle system ,which I heard of, but didn’t use much before. It was fun playing with its properties.

And again the game required more animation drawing, but I’m happy with the result. By this point I already changed the cursor for a custom one for narrative purposes.

Now I can connect all the parts into one game and hopefully I’ll be done with the project in a couple of days. Can’t wait!

Critical play. Entry 9: Pong!

It’s time to learn something new again! For the ball scene I wanted to make the player play with the cat to entertain him a little bit and raise up his spirits. And I had a thought that Pong-like mechanics would fit quite well here. I have spent the whole day following a tutorial, but managed to recreate it successfully. It even has simple AI , which I never thought I’d be capable to implement. But it works and works smoothly. I only have to create additional asset to make the AI paddle look like a cat.

The rest of the scene is also good to go

And I created some more animation for the cut-scene right after this part of the game. Pretty much like it. I never thought I’ll need animation courses I took quite some years ago by this point. But having to work so much with it for this project I can feel the improvement already.

One more mini game to build and I can finally compile all the parts into one game. The ending is near and I’m happy about that, because the work is becoming exhausing. But I want my holidays, so going on.

Critical play. Entry 8: going further

I’m proceeding well enough with game development. So far I have completed the camp scene and a mini game attached to it. At this poit I’ve beem working very much time with unity animation system, learned to use bools and triggers as well as change sprites on interaction. Who knew that such small interactions with little coding can work quite well, when being compiled in a scene.

Sometimes funny bloopers happen, which give you a good laugh. Especially when you forget to set ridgid body to a kinematic mode =)

Also as you can spot, I’ve learned another new feature which is camera following the character. I can even control the offset borders, which makes it quite handy. It’s a Mario style camera follow when the character is pushing the bounds. I’ve never done that before, but like the result very much. It looks like a real game now.

I also started to set up the first part with the cat just running. Nothing much to show, it’s just running along the snow desert, I’ve just added landscape assets and a trigger to launch the cut-scene with the freight train. Two locations of the second part with cat walking are ready as well. The cat prefab was ready beforehand, so for now I have only one scene to build with mini game and related cut-scene, create one more game for the final part and compile all that together with scene transitions.

Critical play. Entry 7: proceeding

We have finally submitted collab project which means I can fully focus on the game. After ragdoll issues I wanted to take it a bit easy and make the parts I’m sure about and which won’t require long hours of coding or setting issues.

Train cutscene went well and smoothly
Shield game works fine too

Though in the shield game I used a familiar mechanics, similar to the one I used in the first game with cats attacking a plant, I added and practiced a new feature for me, which is life count. After bats hit the cat 3 times, the game is relodaded. Player has to keep them away for 30 seconds and the game will proceed.

Other simple cut-scenes such as bus travel was easy as well and doesn’t need much description.

Critical play. Entry 7: The ragdoll

We have spent the whole previous week working on the collaborative unit, so I was pretty much exhausted to work on another game.

So, up to this point I have one cut-scene and two mini games ready: music and maze one. I didn’t record it in action as it was quite easy to make and didn’t have any issues with it. The idea is to the to the end of the “maze” in 10 seconds. This is the plot game just before the climax scene, so it should be quite intense. I’ve set up a 10 seconds timer to make a rushed and anxious feeling as from cat’s point of view those are final meters till he’ll finally meet his friend. But as soon as he reashes border barriers, they close, not letting him in.

To give some control hints, I’m using extradiegetic elements. This WASD icon appears in the scenes, where keyboard control is needed.

Somewhy I preferred to go from end to beginning in creating scenes, so the next one according to my plan was the ragdoll, where you have to drag the cat to a trigger point. And this was pain.

There was a huge issue with using Unity physics in this one. I sliced the cat asset into body parts and used hinge joints to connect them according to the tutorial I was following. And it was all fine when I dragged it in the scene window. It looked perfect with falling to the ground nice and helplessly, and was hanging quite naturally when I dragged him by torso element. But it all went wrong as soon as I added the drag script to it. Actually it dragged the ragdoll when the game played, but physics was going crazy, which spoilt everything I was trying to implement:

It added some weird velocity as soon as I released mouse button and was so big at some ppoint that even ground collider didn’t manage to hold it. Even though the collision mode was set to continuous.
Sometimes body parts got crazy

A day later I made it somewhat work. At least I could drag it by a collider over his body and the body behaved as needed. But still two issues are left. First is he is not falling to the ground anymore, though each part had ridgidbogy, gravity and mass. Second, the collider that allows to drag him moves away upward as long as you drag, and when you release it, you won’t be able to reach it anymore.

I have spent hours and days to solve all these issues, but eventually decided to leave it at that. At least the idea works for now and I’m already afraid to spoil everything I’ve achieved so far. So this area will be highly bugged, unfortunately, and I will make a warning in read me file as well as a reload button in case something goes completely wrong with the scene so that players can proceed further. At least if player doesn’t release mouse button, it all works well enough. That’s why it is the shortest scene in the whole game. But I couldn’t omit or remake it as it was very important for the gameplay and narrative connection.

I’m very exhausted by that point and the best choice would be just to proceed further in development, or I’m risking getting stuck with one issue and not completing the main body of the game.

Critical play. Entry 6: final Plan and complete game scheme

Finally I came up with and updated game scheme and is certain about the connections between scenes and locations.

First of all the game consists of 5 locations, each of them has corresponding symol, mini game and cut-scene attached to it. The game plays with the direction the cat is moving towards in the game. The idea is that at the very beginning we don’t know, where the cat is heading to. On default we assume that he’s going somewhere from starting point to his goal. But as the game proceeds and we see more and more cut-scenes, we realize that locations that we see there are going in reverse order in the game. Which means that the cat is actually not moving forward, but going back.

I’m trying to do a bit of environmental storytelling here as in cut-scenes the locations look more happy and lively (because the cat feels happy in anticipation of a long awaited meeting), while in the game they look more abandoned and lonely to share the disappointed feelings. Especially it will be seen in the camp location as an example.

Arrows in the upper part show my struggles to choose the order of locations. At some point I got lost in them, so that even now I can’t already describe precisely what I was thinking about at the moment and why they ended up in such an order. But this wasn’t the hardest part. The hardest part was to mix and distribute games and cut-scenes along the game. As you can see on the upper scheme, cut-scenes should tell the actual (back)story – the things that happened before the game started and contains character’s motives together with the correct order of locations.

The tricky part was that locations in cut-scenes must appear before the character actually reaches them. Otherwise the player won’t get the “reverse order and going back” thing. So at least one cut-scene needs to be played ahead of the first mini game. Because I initially thought that cut-scenes will be something like a reward for winning and should be related to the actions (or theme) in mini game. In the first part of the game you can see that the first cut-scene (marked in clowdy bubble) will just spawn on trigger without any additional interation. It was needed just to break this initial order and thematic connection between cut-scene and corresponding mini game.

But by doing that I ran into another problem: the reason of mini games being there. I unerstand that initially the games are there just to include some intercation into the story. And with breaking connection between game and cut-scene I have lost the reason of mini games to be present. Untill I came up with the solution that has put all the puzzle pieces together. Instead of connecting them to cut-scenes, I’ll connect them to locations. Since the whole intention of the game is to make the player care for the cat, I’ll adjust the games, so that as the result of playing them, you help the cat to move to another location. For example, in the train location cat spots an open carriage where he stays for some time to rest and sleep. The player in the meantime must scare away bad dreams (bats) to let him rest somehow.

Since I already know the climax scene, I want to create a little plot twist by creating custom cursor in the shape of the sparkle in the ending to hint on that all this time it was us – cat’s friend, who guided and helped him all along the trip.

So having decided all that, I’m fully entering the development step and now it’s more about technical implementation. Some changes are possible, of course, in case I don’t manage to implement something physically.