( Team Crazy Crash – From left to Right –
Ozum, Hardit(me), Drew, Vishwanath, Wuchen, Laurie, Nick )
Producers – Drew Pariser , Laurie Banks
Engineers – Hardit Singh , Nick Wu , Vishwanath Reddy
Artists – Ozum Yuksel , Wuchen Li
Rapid Prototype is a class where we have to assemble a game prototype in 4 weeks. The game does not need to be fully polished but the idea and workings of the game must be concrete. In other words, the game must be playable. Each prototype team consists of producers, engineers and artists.
Our class is called Cohort 5 and we consist of a great diversity of students from different parts of the globe.
During our first prototype class we were given a number token and arranged in 10 different teams. To everyone’s surprise, each team had to randomly pick a toy from a bag and make a game out of it! My team got curious wondering what the toy could be; we got a Foam Plane! (If you are wondering what a foam plane looks like, check out my team picture).
We were told to strictly use the Monogame Engine, which makes use of XNA Pipeline and coding is done in C#.
WEEK 1 – GAME IDEA
Our first week was spent simply brainstorming ideas of what the game would be like. Initially, we thought of making a 2D game to control the plane movements, mainly going upwards or downwards. This idea felt a little cliché and generic.
So, we decided to have a little fun and throw planes at each other 😛
In this act of random frantic craziness we had an epiphany. We discovered a particular mechanic for the game; the wind basically propelled the plane to move upwards and downwards, so we decided to make the wind source a protagonist. At point in time this was just an idea and no development had yet started.
WEEK 2 – TAKE OFF !
In week 2 we started with some serious coding. On the engineering side I was implementing the Parallax Background, which was a little tricky at first. I was working alongside Wuchen (Artist) who created the background art assets in 6 layers.
My job was to make the layers created by Wuchen move smoothly by creating individual controllable objects. We tweaked the speeds of different layers until they moved synchronously in perfect harmony. Every layer had a different speed. For example the layer having the sun had zero speed because is the sun is stationary.
Getting the parallax to work successfully was the first breakthrough my team and I. This was the first time I worked on a Parallax Background and we got it done on the first go. Moving the different layers at different speeds added more depth of perception and gave a 3D feel to it.
Nick (Engineer) on the other hand enhanced the plane movements adding a controllable fan under the plane so that it could ascend and descend. By week 2 we had completed the background and plane movements. Now it was time to add the enemies and power-ups!
(Screenshot of Crazy Crash – Click the picture to see clearly)
We wanted to set a funny tone to our game so the artists decided to tweak the artwork a bit. Ozum (Artist) came up with a funny derpy looking plane. The environment layers were tweaked to make the plane stand out. The enemies were birds, which looked friendly at first. The artists decided to add a Pirate Patch later, which made the difference 😛
On the engineering side we were implementing the menu’s . I worked on the Pause Menu and worked alongside Vishwanath (Engineer) to make the Game Over Menu. After the menus we worked on Enemy Spawning and Collision Mechanism using box colliders.
We decided to juice up the gane by progressively increasing the speed and adding speedup pickups which give the player a feeling of more power! We also added the sprites of a person holding a fan on top of his head moving forward and backwards depending on the keyboard input.
Week 4 was the last week. Luckily we did not have any bugs in our game and so far the development had been smooth. The only thing left to do was to add some animation to the Speedup Pickups. We decided to make the clouds look like they were blowing air. These sprites were created and incorporated into the game.
Finally, the day of judgement arrived, the day of our final pitch.
Our producers Laurie and Drew did a great job pitching the game idea in a concrete way. Our presentation also included some captured moments of people playing and enjoying our game, and their reactions were hilarious They passed comments like “fun” and “addictive” which was a great joy to watch.
Our faculty gave us good feedback and ideas, which we could implement if we had more time. Our Game Design professor Jose Zagal particularly liked the Parallax Background and suggested we add more layers if we were to ever work on this further.
Overall, our first prototype was a Big Hit and it was a great experience working with this team.
This is the Game Play video of our game Crazy Crash.