About
Event: Chillennium 2018
Team: William Lu, Yinting (Anita) He, Sanaa Memon, Justin San Juan
Role: Game Designer & Systems Programmer
Theme: Transformations
Timeline: 2 days (48 hours)
Download: Itch.io
Event: Chillennium 2018
Team: William Lu, Yinting (Anita) He, Sanaa Memon, Justin San Juan
Role: Game Designer & Systems Programmer
Theme: Transformations
Timeline: 2 days (48 hours)
Download: Itch.io
We wanted our players to experience a strategic game where you could transform into rock, paper or scissors. With the ability to trick other players we were close to our intended experience.
We had an issue with the dash mechanic that we thought would speed up game play .Although it increased the game play sessions it also removed strategy as a side effect. This side effect occurred because when players were given the option to transform or dash they would usually choose to run away or chase.
The dash mechanic ended up making players just play a game a tag and had them spamming the dash button rather than try to read their opponents.
In the end we decided that the dash mechanic was not the part of the experience we wanted the player to take away, so we removed the dash mechanic.
I was tasked with creating the game loop and some core features.
For the game loop to work I had to create a way for players to win but we also didn’t want players to play for too long.
The solution we thought up was to have a point-timer win state hybrid. This means that you could win in two ways the first being if a player has reached the target amount of points while the second way to win would be to have the most points after about a minute.
This constraint the play time and allowed for others to play without waiting too long and it didn’t delay players who were doing well to waiting the time out.
After game loop comes the fighting, I needed to populate the functionality of the game.
I was tasked with creating the player movement, re spawning, animation integration, fighting and death mechanics.
Before we arrived at Chillennium we decided before hand that we would put aside a lot of time for designing our game idea to make sure that everyone was on board and that we would try to avoid staying awake all nignt.
The amount of time we spent designing allowed for a wide range of ideas to choose from and we could make sure all team members were happy with the main mechanic.
We have been invited to showcase our game at various events
Level Up
Comics X Games
Night of the Living Devs