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.

Critical play. Entry 5: Cut-scenes, animations, assets and style

These days I’m spending most of my work time on creating the minimum amount of assets to continue building the game in Unity. Especially it concerns animations for cut-scenes, which I’m making from scratch. Actually this fact was a major argument for the style, which evolved fron the thumbnails as it was much quicker and easier to animate, bwcause there was no need to deal with outlines, colours and shadows. And overal I found this black&white style very appealing for a lyric and partly philosophical story. A bit later I understood that it’s similar to Limbo, but I use it differently, not in order to create a fearsome and grave atmosphere. Prevailance of white instead of black refers more to light and isolation instead to darkness and unknown, compared to Limbo. From the concept-art point of view we’re more likely to wait for something grim from a dark silhouette rather than a white one.

LIMBO | Загружаемые программы Nintendo Switch | Игры | Nintendo

But coming back to animations, there is not much to say apart from that they take quite a lot of time to make, so I decided that the last climax cut-scene that I’ve finished by this point will have the most animation, whilst the rest of them will be mostly animated in Unity with more or less static images as it’s much faster. This is the example of character animation for the meeting scene.

Thus working on animated scenes is a routine work for me, but for implementing that in Unity I had to get to know the Timeline tool, which I found very useful as it’s possible to control the length and order of animated bits as well as switching from scene to scene without having to create scripts for activating certain objects at the right time. Very handy and this is the second brand new thing to learn about Unity during this project.

I’m still struggling with the complete image of my story and I know I should have finished the concept long ago. Hopefully, when I’m done with the cut-scene, and have no certain areas to work on, the decisions will come faster.

Critical play. Entry 4: the Plan

I’ve breen struggling these days with bringing all the ideas and thoughts about the game to some kind of an order. Actually I wasn’t sure about where to start with developing my story. So I started with simple questions which came to my mind, while I was looking at the image, that the player will see for most of the game:

By this point I have already dropped the idea of path choices, because it would be too much work for this project. I still must remain realistic about the deadlines and my work capacity, taking into account we have one more project going and me still having another part-time course. So the game will be very linear with one thing being determined by the other.

After asking myself these questions, I managed to figure out what is the bare minumum of information I have to include in order to produce a complete story. They are “Where is he going?” aka the game goal, and “How did he end up here?” aka the backstory.

Ok, now I need to decide, how to present these parts of story coherently. Almost immediately I thought about cut-scenes, which are a nice way to set a parallel story without messing up the actual gameplay story. So that current events are happenig as the game flows, while bits of backstory are shown in flashbacks.

But at this point I have a problem going on, which is such approach will turn my game into animation actually made in Unity even though player will be able to control the character in one way or another. A very boring walking simulator. So, to include some interaction I’m thinking about incorporating mini games, that will happen, for example, after the character finds a symbolic item. A game will be played and after that a piece of backstory is revealed.

With these thoughts in mind I created the Plan, which helped me get some structure of my future work:

So now we can see that the game is separated into 3 parts depending on the character state. In the beginning the cat is still full of power and is running on his own without player being able to control him. Since it would be boring to just watch the cat running, this part should be relatively short with just, maybe, one mini game. The main part is where the player gets control over the cat with keyboard buttons and has to walk around to find mini games and trigger flashbacks. At this stage the cat is pretty much tired, but still can walk. The further he gets the slower he becomes. Eventually he collapses and final part happens, where the player has to drag the character, making him get to his final destination. I hope that this feature will be able to communicate the filling that only player’s help can bring the cat to his goal.

But with that being said, I still couldn’t see the whole story. Only some parts of it like the final mimigame and cut-scene, following it, which will be the climax of the whole story, that reveals why the cat took this trip, what happened just before the strat of the game, when we see him alone in snow desert, and where is he actually going. That will connect story with the backstory.

By that time I was already uncomfortable that I still have nothing done physically about the game, so even without having all parts of the story thought through, I started working on the parts I was sure enough about. I understand that it’s not the best way to do, because it can end up with these pieces being reworked or cut out eventually. But at least I can set up at least a small piece of prototype and create some assets.

As a warm-up I started with the music mini game, where you have to recreate the melody the cat sings. And I couldn’t think that such a simple task would require me much more time than I expected. About 2 days actually. I did the drag&drop mechanics before, but I ran into the problem of spawning notes in a particular order while clicking the same button. This is where I had to learn about lists and resourses folder. Fortunately, with the help of Zhan, fellow students and a couple of youtube tutorials, I solved the issue and the first mini game was ready.

Music is symbolic, because my friend is a musician, so it’s one of the first things to come to my mind. The notes are also special which are first 4 notes of Lensky arioso from Eugene Onegin opera, which contain phrase “I love you”. Actually this refers to a post, spotted in russian social media from time to time about the strength of education in tzar Russia. The post tells about a girl, who saw these 4 notes in a lock charm of her granddad. When he asked her to guess, what’s encrypted in these notes, she quickly sang them and recognized the arioso and the words “I love you”.

I thought that this would be a clever reference, but quite soon realized that barely anyone will be able to understand the reference, so I eventually changed the song to the current main theme. But the original notes still left and my friend even recorded sounds for them.

Apart from that I made some preparatory work at this stage that is background elements, cat run and walk animations and controls, which I will need later.

Critical play. Entry 3: polishing the idea and game pitch

Since we are about to make a pitch of our game, I need to develop the idea a little bit to understand myself what I’m about to do. So first of all I need to decide on what I want from this project and set up some key points as well as personal objectives (which I will still need in future for the report).

I have already done my research, which helped me to clarify some concept points. For example, the relation between story and gameplay. That I must find the way to support the narrative with interaction that player is about to perform (I’ll elaborate on that down below). Environmental storytelling will play a significant role in the project as this is one of the main sourses of information and ques in wordless games. I also started thinking about particular game mechanics like choices, so that different choices (for example choose to go to an abandoned village which will lead to some kind of flashback memory or proceed through the snow field and not get that) will lead to different bits of information, to actually affecting the ending, but can bring some amount of replayability as you can see from the list of my inspirations like games from Dark pictures.

My main challendge to overcome here is to compensate lack of game mechanics with visuals and story because I’m still lacking enough coding skills to implement something complicated or completely new for me as I’ll have to spend a lot of time learning the coding itself while project development will stay on halt untill I manage to mage a small game feature. So since I’m making a story – then I’m making a story, not a challenge experience.

Also, following my case study analysis scheme, I made the same analysis for my future game to help me understand, that the features I’m going to implement are there for a reason, but not just because I want to.

Also as you can see, I’m already thinking through the commection between story and gameplay. So that as the game proceeds, the cat will get more and more tired up to the point when the player has to literary drag him further to eventually bring him to the final destination. I believe that playing around with character controlls will be an interesting solution to intertwining gameplay and narrative.

Entry 2: case studies and brainstorming

This week Trini continued our research part with case studies of several satyrical games

We are still working on that and if needed, will make a deeper analysis, depending on the information we need further.

Also we did some brainstorming and came up with 3 ideas:

  1. “Dress your character”: the game is reacting in a fun (or sometimes creepy?) way for the “wrong” choices of clothes and other stuff. In the end the result tells you to what extent you’re a conformist or smth like that.
  2. “The Challenge”: the goal is to get to the counter while taking a range of things you need. But the space in the basket is limited to just one type per item. The robot will try to make you take the things it offers. If you bump into the robot, the item slot will be taken by his item and you’ll have to move towards another one. In the end you can see how much your stuff you managed to save.
  3. “Click here to continue playing” Player tries to click the ‘play’ button on the game (or a button or something), but is swarmed by fake ‘advertisements’ popping up saying that they will help them, or with real stuff that advertisements say like “click here to lose 50 pounds” or something,  they have to close out all the x’s (which are tiny). There is a hidden timer that will show you in the end how distracted you got from your goal? Gets faster and faster

For now we have chosen the second option because it offers the challenge element and will communicate the idea of struggle with manipulative ads not only via visual cues, but with the mechanics itself. I feel that the game will be stronger if the message is supported by the gameplay as we have established in the literature overview. Thus elements of other idea options, like popping out adds, can be incorporeted in the main gameplay to emphasize the main message even more and make the experience more annoying.

Having decided on the main idea canvas we have distributed the roles. Trini will do the coding while I am responsible for overal style and assets. Trini is already doing some coding tests. I am experimenting on art styles from which we would choose the one to develop further. As style references we have a top down pixel option

and a more smooth one like in Dumb ways to die. This is still in progress.