Cuppa Team - Developing the Game (Code)

I started off the coding side of the game in C# by developing it based off a Unity tutorial called: Space Shooter Tutorial (https://unity3d.com/learn/tutorials/projects/space-shooter-tutorial). It seemed relatively similar to how we envisioned our game being once it was finished so I figured it would be a good basis to start from. To our luck our lectures had examples on how to create a simple space shooter game as well, slightly different from the tutorial that I had already been following so I attempted to merge them both together, introducing the lecturers versions of some of the gameplay into the unity tutorial one, depending on which way the team and I preferred the mechanics to work for our game. Below is one of the first videos I took after I started to merge this code together, as you can see it worked but it was very buggy! (https://www.youtube.com/watch?v=iyOdsQkI2Us&feature=youtu.be)



Debugging

My initial idea of merging two completely different game codes together seemed genius, but resulted in a lot of clashing code and meant that I had to spend a lot of my time debugging! This was done mainly by looking at the games console log and seeing what errors were occurring, such as if a variable was being assigned but not used, or if a script had a syntax error that stopped it running completely.

This game had an empty GameObject to hold the game controller script that handled the spawning of the enemies and meteors as well as listening for functions such as the score being updated which was handled in another script. Having a lot of cross referencing with scripts did mean that, if I had been working on my other projects and hadn't kept myself familiar with this one, that I would forget the structure of it all and how certain behaviours were coded, as well as what line of coded effected what in a completely different script. This could become very frustrating! By having many public variables I was able to easily drop and drag the right assets in, which also made life easier when it came to drop in the assets that the rest of the team were busy building.

As you can see, I also use commenting to help me debug. Any code that is not needed anymore or that I thought could have been throwing an error was simply commented out, meaning that it would not effect the gameplay anymore. I kept a lot in just in case I needed to uncomment it again. In the future I should tidy this up before final build.

It was very important while developing this game that I was tagging each asset correctly as this helped to reference the right object in the code. This was especially useful when coding the score system as it checked to see if the object that collided with it was a bullet and if it was then it ran the updatescore function.


Cuppa Team - Coming up with the Game Idea

Game Inspirations

Before starting any work on our game we all had a think about what 2D games we personally enjoyed and why. This way we could find out how similar (or disimilar) our tastes were and try to create a game that suited everybody. It also helped us to come up with unique ideas based around or inspired by games that we already liked to play.

Game: Little Inferno
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About Game: Congratulations on your new Little Inferno Entertainment Fireplace! Throw your toys into your fire, and play with them as they burn. Stay warm in there. It's getting cold outside!
Burn flaming logs, screaming robots, credit cards, batteries, exploding fish, unstable nuclear devices, and tiny galaxies. An adventure that takes place almost entirely in front of a fireplace - about looking up up up out of the chimney, and the cold world just on the other side of the wall.

Why I like it: Narrative based, simple mechanics (anyone one can play and enjoy it), dark and rough art style, unexpected plot twist

Game: Broken Age
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About Game: A family friendly, hand-animated, puzzle-filled adventure game with an all-star cast, including Elijah Wood, Jack Black and Masasa Moyo. Funded by a record breaking crowdfunding campaign and designed by industry legend Tim Schafer, Broken Age is a timeless coming-of-age story.

Why I like it: Narrative based, can switch from 2 different characters at any time (could be good for us with so many people,having two different perceptions of the same space), the hand animations are awesome!


Game: Gone Home
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About Game: June 7th, 1995. 1:15 AM You arrive home after a year abroad. You expect your family to greet you, but the house is empty. Something's not right. Where is everyone? And what's happened here? Unravel the mystery for yourself in Gone Home, a story exploration game from The Fullbright Company.Gone

Why I like it: Dark and eerie, simple, focuses on atmosphere, narrative driven, keeps audience guessing.

Game: Undertale
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About Game: Welcome to UNDERTALE. In this RPG, you control a human who falls underground into the world of monsters. Now you must find your way out... or stay trapped forever. ((Healthy Dog's Warning: Game contains imagery that may be harmful to players with photosensitive epilepsy or similar condition.))

Why I like it: Lots of fourth wall breaking. Easy gameplay, with choices you get what you play for. Story isn't necessary to know but if you liked Earthbound (and the style of it), you'll probably love this. Also comes with an awesome chiptune-esque OST :) (I also apologise for going on about this one ALOT on Facebook lol)


Game: Limbo
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About Game: Uncertain of his sister's fate, a boy enters LIMBO.

Why I like it: Darkly themed, with lovely background and silhouette characters. Lots of trial and errors, some gruesome deaths included. Interesting twist at the end too.


Game: Transistor
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About Game: From the creators of Bastion, Transistor is a sci-fi themed action RPG that invites you to wield an extraordinary weapon of unknown origin as you fight through a stunning futuristic city. Transistor seamlessly integrates thoughtful strategic planning into a fast-paced action experience, melding responsive gameplay and rich atmospheric storytelling. During the course of the adventure, you will piece together the Transistor's mysteries as you pursue its former owners.

Why I like it: Gorgeous artwork, very smooth gameplay and easy to learn mechanics (kind of reminded me of Pool lol). Comes with a neat storyline, and beautiful soundtrack as well. Recommend you play Bastion if you liked this as well!


Game Genre and Narrative


After looking at games that we already enjoy playing we met up and brain stormed what our game could be about.

We eventually settled on the genre of space as we all quite enjoy the art style of the game and someone in our team is a strong 3D modellor so was partial to the idea of creating a 2.5D game, where the assets are still 3D models. This would allow us to create space ships that could tilt slightly in space, giving the illusion of a 3D game but within a 2D environment.

With the genre decided we moved onto narrative and found there was quite a divide in ideas, but after a lot of chatting we decided on the main narrative, here are our original notes:

Narrative
  • Stick to an English theme - Gentlemen and Women
  • Space - Spaceship
  • Wormhole - Dark - Racy - Demons (like LOTR) - Don’t Starve - in wormhole - character the same

  • Why is a gentleman in space? - World War 1 Veteran? Shell shock? ‘bombed into space’? (we’re blasting off again) - Clone of best flyer? - Galactic war? Defective clone on a spaceship with other clones sent to fight galactic war - earth’s last hope - score is a way to see if clone is ‘good enough’.
  • How are the worm holes used? - Force the player to enter and exit Why? - Battling with what he did in the war - shell shock - narrative only, background turn into battle field, his plane is his war fighter jet, smoking like it’s been hit.
  • Training room - vr

  • Why is a gentleman in space? - wine and cheese - going to the moon to collect the best cheese in the galaxy - selfish - aliens keeping the cheese for themselves
  • How are the worm holes used? - battling with his own selfishness

  • Why is a gentleman in space?
  • How are the worm holes used?


The overall narrative

Set in the future, a mothership is based in space where an intergalactic war is upon us. Humans of Earth have sent out clones to protect our planet and this is the protagonist that you play as, a clone sent out to fight aliens for the protection of the human race. However, these clones are based on iconic people from human's history and the protagonist you play as is a defective clone. You realise this as you play the game and find strange wormholes appear in space; when you fly into them you are flung into a World War 1 era, flying a spitfire airplane and no longer in space. These moments show the defect clone remembering the most traumatic moments from man who he is cloned from. This wormhole is dark and eerie, reflecting the clones emotions with dealing with what 'he had done' back in the war, which could also show a deeper meaning by showing the possible effects of shell shock.

Gameplay
  • WASD - Movement
  • Mouse - Rotation for Aim
  • Left Click - Cannons
  • Right Click - Missiles

Mind Map

Wants / Needs list

We were conscious of how little time we had to develop this game and didn't want to get ahead of ourselves so we decided to add a table of wants and needs for our game.
Wants
Needs
3d menu screen -XCom - extra menu items (art bible, Training room)
2 different 3D models for each object (one hidden)
Animation at beginning to tell narrative
Assets - Asteroids, spaceships, aliens, backdrop, etc - Placeholder ones to begin with while sorting out gameplay
Text over gameplay to tell narrative (Check with Ewan if it would affect grade)
Gameplay Mechanic - maneuver ship, shoot aliens, gain points
voiceovers
Sound and particle effects
smoking spaceship when dead (smoke on screen as transition back to menu screen?)
Simple menu screen

one sheet, art bible, design doc (put into google drive folder)

maps, storyboard, scripts?

Shellshock Mechanic

Hand painted graphics - simplistic

Mood Board


Concept Art

After this we went away and started concepting the ideas so we could easily show others how we envisioned the game looking as well as giving us a better idea of how it would look.


Cuppa Team - Building a Team Game (The Set Up)

For the second assignment of the Gameplay and Interactive unit I teamed up with a group of 5 overall (including me) to develop our very first 2D game.

My initial thoughts were that we all had to agree upon a game that we were equally excited about. I believe this is very important in teamwork because, it needs to feel like the whole teams game, not just one person. With this in mind, we also needed a system that allowed us to be able to work together easily, sharing files with one another and being able to communicate well at all times.

For this we instantly set up a facebook chat where we could communicate how we were getting on and when our meetings would be.

I also set up a Google Drive folder for us all to easily contribute our own certain assets, create a spreadsheet of who was doing what for the game, write a long document on what the game would involve and of course hold all of the Unity files for the game itself. This made it very easy for us to upload extra content from wherever we were, be it in class or within our bedrooms and ultimately saved us a lot of time as it also worked as a back up for our game if things ever went majorly wrong.



Spreadsheet of jobs (https://docs.google.com/spreadsheets/d/1kY7g7R-HhxN7J8jaMQXhKUtRw2io7XIlmExlovE99ig/edit?usp=sharing)

Steampunk Character

When concepting for my steampunk character I knew that I wanted to go back to what I love drawing the most, cartoonist animals. I took inspiration from the mouse out of Alice in Wonderland and the many iconic steampunk designs already out there on the web which include pieces such as the top hat, googles, weapons, etc. First I simply sketched the ideas out in Photoshop, a rough outline of what I wanted him to look like as well as the accessories that he would have, such as a pocket watch of cheese for him to nibble on when he's hungry.

Next I got a basic colour palette from www.colourlovers.com including complimentary colours that I thought would look good on my mouse character and painted him, shading where appropriate. I also added a CPU board into his top hat and turned his tail to look more like an antenna, because it's these robotics inside of him that make him an intelligent mouse, which adds to his unique character.


After this I then added light onto the character using the dodge tool to make him look more 3D and overlaid a fur texture onto his body to make him look more realistic. Looking back now though, I'm not sure if this adds to the definition of the character or if it's a bit too much.

You can watch how I coloured in this little fella by watching my Photoshop drawing timelapse video on YouTube: https://www.youtube.com/watch?v=LPtVxvVxtIo

Skeleton and Muscle Anatomy

To understand how to draw a human accurately it makes sense to first understand what is beneath the skin and how we are all put together. Taking an in depth look into how muscles and skeleton bones are formed and how the joints are created and held together have proven useful when drawing characters. Even if the characters aren't human, I now understand better how joints are connected to ensure fluid movement of the body parts.



1. Pectoralis Major
2. Deltoid
3. Biceps
4. Sternocleidomastoid
5. Trapezius
6. Rectus Abdominus
7. External Oblique
8. Gluteus Medius
9. Rectus Femoris
10. Vastas Mediallis
11. Vastus Lateralis
12. Extensor Digitorum Brevis / Extensor Hallucis Brevis
13. Soleus
14. Biceps Femoris
15. Gluteus Maximus
16. Extensor Digiti Minimi
17. Extensor Carpi Ulnaris
18. Extensor Digitorium
19. Extensor Carpi Radialis
20. Latissimus
21. Triceps

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