Controller Mapping

  • The mechanics will work in a similar way to how characters move in Little Big Planet even though LBP is not an endless runner game. What I find interesting is how they move back and forth in space.
  • If you press D to move forward and A to move back in the three planes of movement. SPACE bar will be jump. Need to figure what the pause button will be. I decided to make Final Stretch a mobile app as well because most endless runners are on a mobile app.
  • https://youtu.be/3RS8TfWdYck (play at 1:40)
Advertisements

Unique Selling Points

  • Final Stretch will be a well-designed game that is FUN to play.
  • The obstacles will be fun and you can make your way steadily further down the track by dodging them, collecting points and through upgrades and bonuses
  • You will enjoy playing the game because the upgrades and bonuses will be challenging but not impossible to get and will help you achieve longer runs consistently.
  • This game is a mixture of fantasy and reality in that Luke has an incurable disease and he’s going to die and fantasy because you have to suspend belief so that he can be well enough to go around the world without worrying about the associated costs.
  • You will get hooked.

About the game

About the game

  • The game will be a single-player, 2D, side scrolling infinite runner game with three lanes to switch between.
  • You will play Luke who is working through his bucket list.
  • Your primary objective is to get through your bucket list avoiding obstacles achieving the highest possible score.
  • You will collect coins, upgrades and power-ups.
  • It also comes with a scoreboard.
  • And character customisation.
  • In terms of mechanics it plays like most emotional endless runner games – basic controls, simple gameplay and extreme replayability.
  • It’s vibrant colours and cartoon style make it family friendly.

Story Overview

  • The main character is a twenty-year old called Luke.
  • He has been diagnosed with a fatal illness and doesn’t have long to live.
  • He is currently hospitalised and he has decided to make a ‘bucket list’ of places to go and things to do
  • His first challenge is to escape from hospital.
  • The bucket list becomes the tool for the doctors and nurses to figure out where he is going and also acts as the theme selection.

Theme ideas

  • My idea is to use the doctors and nurses as adversaries. In the game they will attempt to stop Luke by firing “weapons” at him as he skis’/runs/paraglides etc.
  • My intention is to make the weapons fun, for example, instead of a net being thrown over Luke a big plaster will be thrown over him to slow him down. Other ideas include a grenade that is a pill, a syringe, defibrillators etc.
  • Each theme will have a different perspective. For example, when you are in the hospital theme, the view and game mechanics will be vertical.
  • When he is skiing, the view will be vertical at an angle to mirror what it’s like to go down a slope. When Luke is skydiving, the view will be completely vertical as he is falling down
  • I would like to be able to move Luke through different planes for example, if Luke is running down the middle and there is an obstacle in his way, he will be able to move right or left to avoid it and be a different side of a screen

Schedule

Schedule

Ongoing

 

Produce videos and screenshots with audio narration
Blog
Testing

 

29/01 Week 1

 

Prototype sprites for characters

UI concept art

Draft plan for RJ

05/02 Week 2

 

Prototype coding for the coin collection mechanics and movement and test

Complete research and decide on number of theme i.e. feasibility of bucket list

Produce a list of assets for environment, characters, obstacles based on the above

12/02 Week 3 Pulling together code and assets
19/02 Week 4

 

Protype sound effects and sound track

Produce and incorporate any text needed

26/02 Week 5 Build game and test
05/03 Week 6 Make improvements & user test

Final draft of RJ

12/03 Week 7 RJ hand in

 

Produce survey and gather feedback on the game (survey monkey)
16 April Week 8 User test
23 April Week 9 Retest
30 April Week 10

 

Retest

Publish strategy

07 May Week 11 Review blog and sketchbooks
14 May Week 12 Produce trailer & promotional information
21 May Week 13

 

Play test

Pull together portfolio

28 May Week 14 Test and hand in
12 June – 14 June 2018 Set up and Winchester show
27 – 29 June 2018 Set up and London show

 

 

 

 

 

 

 

 

 

Project Content & Mechanics

Components:

My game is a Unity 2D game and will have the following components based on other endless runner game and feedback from the class following my presentation.

The game will be played at the Year 3 Arcade and the London end of year exhibition on PC and if I can master the coding on a smartphone.  I’m aiming to have it on both.

Further research into AI and games needed to inform my gameplay below:

Thompson, T. (2017) 80 Level, AI and Games: A Channel about Artificial Intelligence in Games. Available from: https://80.lv/articles/ai-and-games-a-channel-about-artificial-intelligence-in-games/ 

I will also do more comprehensive research.

 MECHANICS

  • You move through each theme (realistically about 3 – 5 themes but I will do further research to support this decision).
  • The themes correlate to Luke’s bucket list and the environment, props and obstacles will all relate to his bucket list agenda.
  • The player will collect coins/points and earn enough to move to the next theme
  • Hitting obstacles slows you down
  • Threats finish the game if you can’t avoid them
  • Will have a score counter, timer, stamina bar and drop-down menu
  • Kept challenging by the obstacles and the environment will be interesting e.g. skiing and the threat of an avalanche is constant

Functional Specifics:

The platform for my game is PC and smartphone/android.  My research suggests:

  • Unity is the best engine for a 2D endless runner game and switch.
  • Switch Dev kit and subscription.
  • Contact Sega (did work experience there).
  • Discuss with contacts in the industry, Sean Bender CEO Phoenix Labs and Safe Hammond CTO & Founder Artic Shores Ltd

I have outlined my visual research which included mock-ups of how the game will look and work.

I will continue to blog about plans and developments.

Once I have a playable version I will ask Years 1, 2 and 3 to test my game.

 

User Experience

Audience

This game will have some cartoon violence, no sex, alcohol, drugs or smoking and no bad language.  It has a positive message not to give and to make the most of life. For this reason, it should be rated 10+.

I have looked at ratings for other Endless Runner games and games with a unique style and story.

Dead Ahead: 12 includes Zombie violence

Knightmare Tower: 13 – some violence

Jetpack Joyride: 13+ some violence

Passage: 15 + tackles death, is a metaphor for life and it can be both depressing and enlightening

Canabalt: 10 + some violence

Little Big Planet: 8+

More audience research

Dead Ahead

https://www.appannie.com/apps/google-play/app/com.mobirate.deadahead/details/

Jetpack Joyride

https://www.appannie.com/apps/ios/app/jetpack-joyride/details/

Knightmare Tower

https://www.appannie.com/apps/ios/app/knightmare-tower/details/

Competitive Analysis

Final Stretch will be a well-designed game that is FUN to play.

  • The obstacles will be fun and you can make your way steadily further down the track by dodging them, collecting points and through upgrades and bonuses
  • You will enjoy playing the game because the upgrades and bonuses will be challenging but not impossible to get and will help you achieve longer runs consistently.
  • You will be hooked.
  • This game is a mixture of fantasy and reality in that Luke has an incurable disease and he’s going to die and fantasy because you have to suspend belief so that he can be well enough to go around the world without worrying about the associated costs.

I will read this article by Darran Hamieson, Scottish games designer and incorporate his advice when making  my game because it gives some very useful advice and insight into making a successful game.

Darran Jamieson (2016) Making Difficult Fun: How to Challenge Your Players. Available from: https://gamedevelopment.tutsplus.com/tutorials/making-difficult-fun-how-to-challenge-your-players–cms-25873