Hey guys!
So, the final week is here and i'm ready to present to you my final version of GeoStoric Challenge.
It has been interesting working with game development and the different environments. Of all the environments we've been working with, I found one of them better for the kind of game that I wanted GeoStoric Challenge to be like. Stencyl made me able to create a simple 2D game with great graphics and gameplay.
Here's the video of me going through the development stage from the beginning to the end and presenting to you the final version of GeoStoric Challenge.
http://youtu.be/H6fTZ_E3Lz0
Link to the game:
https://dl.dropboxusercontent.com/u/39347892/GeoStoric%20Challenge%20-%20Prototype%202.swf
Thank you guys for watching and reading!
Kewin Remeczki's Games Programming Blog
Sunday, December 15, 2013
Sunday, November 24, 2013
Unity Prototype (Prototype 4)
So, for this week we're supposed to create a prototype of our game in Unity3D. I've spend a LOT of time trying to get started with my game. Starting all over on the game was hard for me and especially creating a functional 2D game in Unity, a platform that takes months to really get into, made me spend many ours without getting anywhere.
Since the kind of game GeoStoric Challenge was in Stencyl could not be converted directly to the same kind of game in Unity, I came up with a new graphical design.
Instead of having a flat 2D map screen i created a Sphere game object in Unity that contained the image of the map.
For the player controlled UFO i created a Capsule game object and made it look a bit like a UFO.
So my first idea was to let the main camera follow the top of the UFO and make the UFO able to be controlled all the way around the globe and at different 'altitude levels'.
But since this required a lot of code that I had no clue on how to write, I researched moving around a sphere. I found a solution by letting the main camera sit above the UFO and instead of moving the UFO the Sphere (world) would just rotate to give the effect of a moving UFO. Again this was too hard to do since I just couldn't find out how to rotate the sphere on the button-down events.
Unfortunately the overwhelming amount of work I had to put into a game I had already created got the best of me and i simply decided that Unity is not the platform i want to develop this game in. I published what i made, but no controls are available, but just for you to see the concept i was talking about.
Here's a screenshot:
And here's the link:
https://dl.dropboxusercontent.com/u/39347892/Game.html
And there's no reason for me to record a video of me playing it. Sorry.
Since the kind of game GeoStoric Challenge was in Stencyl could not be converted directly to the same kind of game in Unity, I came up with a new graphical design.
Instead of having a flat 2D map screen i created a Sphere game object in Unity that contained the image of the map.
For the player controlled UFO i created a Capsule game object and made it look a bit like a UFO.
So my first idea was to let the main camera follow the top of the UFO and make the UFO able to be controlled all the way around the globe and at different 'altitude levels'.
But since this required a lot of code that I had no clue on how to write, I researched moving around a sphere. I found a solution by letting the main camera sit above the UFO and instead of moving the UFO the Sphere (world) would just rotate to give the effect of a moving UFO. Again this was too hard to do since I just couldn't find out how to rotate the sphere on the button-down events.
Unfortunately the overwhelming amount of work I had to put into a game I had already created got the best of me and i simply decided that Unity is not the platform i want to develop this game in. I published what i made, but no controls are available, but just for you to see the concept i was talking about.
Here's a screenshot:
And here's the link:
https://dl.dropboxusercontent.com/u/39347892/Game.html
And there's no reason for me to record a video of me playing it. Sorry.
Friday, November 15, 2013
GSC in Multiplayer Mode
Multiplayer mode is a feature i'd love to improve GeoStoric Challenge with.
The single player mode is in itself a kind of multiplayer because every score is saved in the high scores, which means that everyone's actually playing against everyone. But i've been thinking about a multiplayer part of the game that has its own high score. In this mode, up to 2 players can play at the same time against everyone else or against another 1 or 2 players.
This means that the game will get 1v1 and 2v2 modes.
When two players are playing together, one of the players control the UFO while the other player answers the questions.
Instead of having 5 random locations to guess like the normal 'singleplayer' version, this version of the game has a countdown - from, for example, 5 minutes. The team then has to score as many points as possible within the 5 minutes in the same locate-and-answer-level.
Teams can choose to challenge other teams in 5 minute duels where the objective is the same as described above, but the teams are then compared to each other after the 'match'. All scores are saved in the high scores for this game version.
The multiplayer mode will not be the good old split-screen style which means that the teams wont be able to see each other while playing, but all scores and stats will be compared and shown to both teams after each match.
This is a first idea of a multiplayer version of the game. I'd love to hear from you guys what you think about it or if you have great ideas for it.
Thursday, November 7, 2013
A Third Prototype...
I was looking very much forward to releasing my third prototype of GeoStoric Challenge, but fortune was not on my side this week.
As i was implementing the Kongregate API to make the game more competitive by having highscores, Stencyl somehow deleted a whole event class within the most important scene of my game.
I spend hours trying to restore the game as it was before, but without luck.
I spend hours trying to restore the game as it was before, but without luck.
What was supposed to be implemented this week was a whole new level and the highscores.
There's not much to say about the highscore system as Kongregate has a brilliant API for it.
There's not much to say about the highscore system as Kongregate has a brilliant API for it.
The new level was something i really thought would improve the game. Taking Eric Gagnon's suggestions about marking the countries of the world into consideration i decided not to implement it to the current 'guess the location' level. Instead i wanted to create a whole new level where the player had to guess which country was shown on a figure. I still have plans of doing this, when i recreate the game, but for now i'll be focusing on restoring the game.
I've decided to give Unity a try and since starting all over in Stencyl would take almost the same time, this is a perfect chance for me to move to the Unity platform.
I've decided to give Unity a try and since starting all over in Stencyl would take almost the same time, this is a perfect chance for me to move to the Unity platform.
Unfortunately I will be going away for the rest of the week which means i wont have a prototype ready, but I'll be happy to share it with you guys next week!
Thanks for reading!
Kewin
Wednesday, October 30, 2013
Game Minute
The following will be an example of a minute's gameplay of GeoStoric Challenge.
"Upon accepting the traveller's wish to get to Buenos Aires, the player has no more than 30 seconds to land the UFO as close to Buenos Aires as possible. Moving the UFO around on the world map towards Latin America and finally landing it 395 kilometers from Buenos Aires, after 15 seconds, gives the player 76 points. Immediately following this, the traveller asks the player which Latin American country that Buenos Aires is the capital of. With Brazil, Argentina, Chile and Venezuela as possible answers the player thinks about it for 10 seconds. Being unsure of whether the correct answer is Brazil or Argentina makes the player spend more time on thinking it through. Hearing the ticking clock in the background makes the player go with the first intuition: to land the UFO on Argentina. Argentina being the correct answer makes the traveller happy and he rewards the player with the extra fact that people from Buenos Aires are actually called 'PorteƱos' which means 'people of the port'. In addition to this extra fact, the player is also rewarded with 25 points for guessing the right answer and a time bonus of 5 because it took him 25 seconds to guess the answer. This gives the player a total score of 106. Accepting this, the player is asked to take the traveller to a new destination: New Delhi..."
"Upon accepting the traveller's wish to get to Buenos Aires, the player has no more than 30 seconds to land the UFO as close to Buenos Aires as possible. Moving the UFO around on the world map towards Latin America and finally landing it 395 kilometers from Buenos Aires, after 15 seconds, gives the player 76 points. Immediately following this, the traveller asks the player which Latin American country that Buenos Aires is the capital of. With Brazil, Argentina, Chile and Venezuela as possible answers the player thinks about it for 10 seconds. Being unsure of whether the correct answer is Brazil or Argentina makes the player spend more time on thinking it through. Hearing the ticking clock in the background makes the player go with the first intuition: to land the UFO on Argentina. Argentina being the correct answer makes the traveller happy and he rewards the player with the extra fact that people from Buenos Aires are actually called 'PorteƱos' which means 'people of the port'. In addition to this extra fact, the player is also rewarded with 25 points for guessing the right answer and a time bonus of 5 because it took him 25 seconds to guess the answer. This gives the player a total score of 106. Accepting this, the player is asked to take the traveller to a new destination: New Delhi..."
Sunday, October 27, 2013
"GeoStoric Challenge" Prototype 2
Last week i received a whole lot of great feedback from you guys playing the first prototype of "GeoStoric Challenge". This week i'm releasing Prototype 2 - A huge makeover to the previous prototype.
I've taken the things you said while playing the game into concern and i have done my best to accommodate your suggestions without changing my original plans for the game.
So... Here are the updates:
Story:
Graphics:
Gameplay:
I believe that's it for Prototype 2.
My plan is to add more levels soon!
Below is a video of me playing and explaining the new prototype.
Here's the link to the game
I'd suggest you to resize the screen to 800x600 pixels for the best graphical result.
I've taken the things you said while playing the game into concern and i have done my best to accommodate your suggestions without changing my original plans for the game.
So... Here are the updates:
Story:
- There is now a story behind the quiz game; you'll be helping out a traveller who happens to travel the world in a UFO, but doesn't know the locations of the cities he wants to go to.
Graphics:
- With the new storyline i had to redo the graphics to give the player the feeling that he/she is helping the traveller. I've done this by putting an image of the traveller into most of the scenes.
- A lot of new information is shown on the screen.
Gameplay:
- The biggest update to the gameplay is that the game is no longer controlled by the mouse. I noticed many of you had difficulties finding the locations so i've made it easier by letting the player control the UFO with the Arrow keys and letting it land anywhere on the map (instead of only on the location in Prototype 1).
- The Space button is now both used to land the UFO, but also to switch scenes.
- Again, with a new storyline and a gameplay change i felt it was required to make sure the player knows what to do and how.
- There will now be a welcoming scene to introduce the player to the story and another screen making it clear to the player what has to be done and how to do it. (Controls).
- Most of you guys wanted to know the correct answer after guessing wrong - this has been implemented for a nice result - Thanks guys!
- An extra information about each specific location is now shown (As a reward from the traveller to the player for guessing the right question). I think this is a really nice feature.
- Sound and Music have been implemented throughout the game. Every action made by the user has some sort of sound bound to it to make the game more interesting.
I believe that's it for Prototype 2.
My plan is to add more levels soon!
Below is a video of me playing and explaining the new prototype.
Here's the link to the game
I'd suggest you to resize the screen to 800x600 pixels for the best graphical result.
Sunday, October 13, 2013
"GeoStoric Challenge" Prototype
Download link at the bottom of this post.
But I still came up with quite a nice result using Stencyl.
With Stencyl, I was able to create all the different scenes I wanted as well as making the player interact with the map in my game in a cool way.
The downside when using Stencyl was that it took quite a lot of time for me to learn how to work with the program. Being a software developer used to develop in pure code, it was hard for me to get used to the small sandbox engine that Stencyl is. Dragging and dropping elements instead of coding just took way to much time compared to what i'd have spend on creating the same prototype in code.
The downside when using Stencyl was that it took quite a lot of time for me to learn how to work with the program. Being a software developer used to develop in pure code, it was hard for me to get used to the small sandbox engine that Stencyl is. Dragging and dropping elements instead of coding just took way to much time compared to what i'd have spend on creating the same prototype in code.
But it was still nice to get to learn the engine and creating a small game like this has been really awesome!
I wanted to create the part of the game that means the most: the part where the user has to spot a location on the map and answer a question regarding that specific location.
So I created a scene that wants the user to find a random location from a (hardcoded) list and made it interactive by adding an actor that the user could move around on the screen.
By using the mouse to click around on the screen, the actor will go to where the mouse clicks. This means that if the actor goes over the right location on the way, it will actually count as if you've found the right location.
By using the mouse to click around on the screen, the actor will go to where the mouse clicks. This means that if the actor goes over the right location on the way, it will actually count as if you've found the right location.
Screenshot of the Map Scene where the player has to find a location. |
I'm thinking of letting this actor be controlled by the arrow buttons on the keyboard instead of mouse-clicks - this will make it harder to find the locations by coincidence.
When the user finds the right location he is shown how fast it was done and the amount of points achieved. Then when clicking again a question scene is shown with a question regarding the location just found. If the user failed to find the location, there will be no question for this location.
The answers are hardcoded in a list, but the order of them is completely random which makes the correct answer switch places.
Again using the mouse by clicking on either of the 4 possibilities will trigger the event where the user will be taken to the next scene.
Again using the mouse by clicking on either of the 4 possibilities will trigger the event where the user will be taken to the next scene.
Screenshot of the Question Scene where the player is answering a question. |
Guessing the right answer takes the user to another score scene where the total score is shown.
Then back to the map scene to find another random location. This continues untill the user has been through all locations in the (hardcoded) list. When the user has guessed the last question of the last location right or wrong, the level will end and the total score is shown. This is where my prototype ends.
In the real game there would be more levels.
Then back to the map scene to find another random location. This continues untill the user has been through all locations in the (hardcoded) list. When the user has guessed the last question of the last location right or wrong, the level will end and the total score is shown. This is where my prototype ends.
In the real game there would be more levels.
I think this prototype shows great deal of what the final game will be like.
In the video below you will see me playing the prototype.
***Spoiler alert***
***Spoiler alert***
Here's the link to play the game:
Thank you for reading!
Subscribe to:
Posts (Atom)