Today we made our final pitch to the class and faculty. The game was received well and caused much laughter and excitement among the crowd. We are preparing the game for submission to the windows app store this weekend. The final name of the game was deemed Monkey Heart Hippo.
Today we continued to make changes to the game. We have decided to add a tutorial popup screen to the game. Today I added many sounds to the game and created a playtest form and response data sheet. The game is running smoothly and is fun. We pitch the game this Thursday and therefore updated the powerpoint presentation and the one sheet handout. The engineers continue to work hard.
3D assets for the monkey, hippo, crocodile and cookies have been created. The game is playable and is rather fun. We have altered the physics and size of the objects considerably today in testing.
We have also decided a few changes and outlined future features
The game is set up in waves, and each wave varies in the number of patrolling crocodiles, variety of cookies, slim-down cabbages and other edibles that affect game play.
Update of description when team voted on final name and story behind.
Monkey Loves Hippo is is a timed survival action game for casual gamers where you strive to beat your best score. It features an unlikely pair– a monkey and a hippo. This oddball couple have a few things in common: eating, eating and eating. For them, snack food is the tie that binds.
If the monkey moves in one direction, the hippo wildly swings in the opposite direction. The hippo swings on the monkey’s tail above crocodile-infested waters. Swipe the monkey up and down or left to right to grab a cookie to gain points, but don’t let the hippo eat too many! Each time the hippo snatches a cookie, she gets bigger and bigger until the tail stretches and eventually the hippo falls victim to the crocodiles.
Today we presented a quick pitch to faculty of the game so far. The rope that connects the monkey and hippo is currently too advanced and realistic for players of this genre. The rope will be simplified to promote more intuitive gameplay.
The game flyer was created today, and the powerpoint has been updated.
Today we have some art completed, however we do not yet have our first playable. The game description was finalized today and is as follows:
Swinging Buddies is a timed survival game for casual gamers where you strive to beat your best score. It features an unlikely pair tethered together– a monkey and a hippo. Our antagonist is a crocodile. All of them are hungry, all of them are vying for cookies that are all around them. If the monkey moves in one direction, the hippo wildly swings in the opposite direction. They swing on a vine above crocodile-infested waters. Swipe the monkey up and down or left to right to grab a cookie to gain points, but don’t let the hippo eat too many! Each time the hippo snatches a cookie, he gets bigger and bigger until the vine stretches and eventually breaks causing the swinging buddies to fall victim to the crocodiles. But beware, don’t let the crocodile have the cookies either. The more cookies he eats, the higher he can jump toward the hippo.
Today we had two of our producers pitch the two ideas we are debating to the group. The group has voted for the monkey hippo game. This project will be completed in 4 weeks and must yield a published game in the windows app store.
There has been some disagreement among group members concerning which game to go with up to this point, but the final vote resulted in the hippo game, so that is what we began working on today.
Today we began our 4th prototype. We brainstormed on what game to create. Many ideas were proposed from moon buggy racing to 3D puzzle building.
We are split between a game where you race mars rover type vehicles on the moon, and a 2D game for mobile where you control a monkey who is carrying a baby hippo with his tail.
Our engineers have decided to use Unity for the project.
We presented our final prototype pitch today. It was received very well.
Many suggestions were made as to how to incorporate player chosen custom tracks into the game, which we would agree would be a good idea.
The level has been completed today. Due to the feedback from last week the engineering team has changed the effects of the gun in the following manner:
- The properties of bass, mid and treble to be area of effect, size of the bullet and persistence time.
- Players no longer need to hold the left mouse button to fire. Instead the left mouse button will cause the gun not to fire and instead charge. Charging aggregates the values from the music until the mouse button is released. Upon releasing a single shot with the aggregated properties is produced by the gun.
- Color of the bullet will no longer be rainbow colors. Bullets leaving the gun are green and have a size corresponding to the current mid sample or if charging the aggregated mid sample. Upon impact a red light is released in an area around the impact site based on bass or aggregated bass. After the red impact a blue orb of the size of the green orb stays for the duration provided by the treble or aggregated treble.
Today we received feedback on some playtesting. It seems that the relationship between the music frequency ranges and the gun effects is not easily recognizable. We are working on ways that we can change this.
The level design and art are nearing completion.