Project REAP
Table of Contents
Project REAP
Link to Final Build
Game Demo
Note: GitHub Markdown does not support playing videos directly, so feel free to either click the title screen art for the video or the link below.
Inital Ideas
Initially, we all had came together with different ideas between an interactive story similar to Minecraft, a puzzle game of looking at diffent places and a 2D platformer. After our initial meeting, we had decided we could incorporate the main components of all our ideas into a 2D platformer.
Motivation
Our goal is to create a 2D platformer where as a person progresses through a scene, they encounter and defeat enemies and a boss to progress through the levels.
Development
There were several different steps in planning that were taken to ensure that everyone was on the same page throughout the development process.
Parts of Game Sketch
To gain a sense of the overall game, the storyline, scene and functionality were mapped relative to world, seed/hook, emotion, goal, suspense, obstacle, interaction/feedback, rules and levels.
There was also the presentation of the different ways the players functionality could be implemented.
Storyline
The outline of the story centered in Japan with trying to defeat enemies that the individual encounters
2D Platformer Inspiration
As a piece of inspiration, one of the levels from shovel night was analyzed.
Updated Functionality
As the functionality is detailed and the storyline is going to be primarily communicated through semantics - the functionality was further revised and updated.
Location
With the inspiration of flowers, this led to the consideration of context to be in Japan as the cherry blossoms are beautiful. Therefore, as a person is traveling through the scene the goal was to see different places and therefore the Nakasendo road plays a role in creating storyline as a person travels.
Background Design
There were several backgrounds created each made up of several layers. Additional layers were used to create differences in the scences. In the images in the details section contain examples of the possible scenes that could be made with the layers.
The final designs were created as pixel art and then layered throughout the scene.
Level Design
As the player progresses through the levels there are obstacles that are necessary to overcome. Below is Level 1 and 2 seperately in the details tab.
Implemented Level 1 Design
The level design was initally implemented based on the drawings.
Updated Level 1 Design
The level design was updated based on the game play.
Asset Creation
Character Design
The character was developed with the idea that the person was a traveler. The details tab below includes the draft design.
Character Sprite
The character designs were then translated to pixel art.
Enemies Designs Draft
The first draft of enemies were based on simple designs that are cammoflauged with the background.
Final Enemy Sprite
The final game sprites were completed with the inspiration of soldiers being the enemies.
Boss Designs Draft
The design of these drafts were based on simple enemies.
Final Boss Sprite
These designs were inspired by military Lieuteants.
Attack Options
There were three proposed concepts for the attack for the enemies as shown in details. The animation for the attack that was chosen was Option 2.
Below is the Sprite sheet for the animation of the Attack
Flow State Attack
The flow state attack can be activated when the player achieves a certain amount of points by killing other enemies. The move has the potential to kill the enemies that are present in the scene instantly as well as act as a stronger attack. The concept is shown in the details follwoed by the GIF of the motion.
This is the flow state in the Sprite version.
Flow State Initiate
The flow state can be activated after killing 5 enemies. There were sprites created to show when the flow state as is activated
Title Screen
Design
The final title screen was implemented in Sprite
Project Management
All communication was on discord and meetings were once a week to assign tasks. The Trello Board was used to keep a record of overall progress. To ensure that all team members had the most up to date version as well as all chages Unity Version Control was used.
Prototype of Game
Note: GitHub Markdown does not support playing videos directly, so feel free to either click the thumb nail for the video or the link.
Future Work
- Incorporate more levels (e.g, level designs and backgrounds)
- Create more boss functionality/ behavior
Contributions
Everyone contributed when needed to help revise ideas but the leads for each portion are below:
Kurt Kimura
- Character design
- Player movement
- Flow state code
- Sprite for character
- Revision of enemies and boss Designs
- Sprites of character, enemies, and boss
- Final version of background
- Implement Sound
- Title Screen Implementation
Amanda Nitta
- Character colors
- Background designs draft
- Flow state launch backend code
- Update website
- Enemies and boss designs
- Player character stats code
- Health recovery backend code
- Find sound effects
- Title screen design
Lloyd Sanderson
- Level design
- Story creation
- Enemies movement code
- Flow state UI
- Player health UI
- Enemies health UI
- Enemies stat
- Enemies inspiration
- Find sound effects
Team:
- Kurt Kimura (Senior ICS Student)
- Amanda Nitta (ICS Graduate Student)
- Lloyd Sanderson (Senior ICS Student)