Capstone Game Post Mortem: (Derwood the
Dashing)
Author
Dustin
Bridgewater
Title
Derwood
the Dashing
Genre
Infinite
runner
Platform(s)
Android
Revenue model
Free
to play. Initially intended to have microtransactions, but it would be inappropriate
given the target audience.
Development tools/Language
Unity
2D engine with C# scripting.
Game audience
The
intended audience is for younger children but also appealing and challenging to
everyone. I wanted to have the game be challenging but not overly so,
especially for kids.
Team
Development
Lead/Designer/Developer – Dustin Bridgewater
Artist
– Matthew Glaister
Copyright/Reference
Derwood
the Dashing ©2015 Dustin Bridgewater
Sound Bite
“They
thought giraffes couldn’t run. They were wrong.”
Executive Summary
Derwood
the Dashing is an infinite runner for all ages. In this game, players control
Derwood as he patrols the ‘Animal Kingdom’, watching out for danger and running
around as fast as he can. Players earn upgrades to help them out and can unlock
costumes to really make Derwood stand out!
Inspiration
My
main inspiration for this game is an older infinite runner called Canabalt. I
played this game for hours and hours on end, and always thought it would be fun
to create my own infinite runner style game.
Ideal
My
ideal version of Derwood the Dashing would be a fully polished, tightly tuned
game where players had the feeling of accomplishment and every failure could be
their own, not a gimmicky or cheap death. Players could also choose from a wide
range of upgrades to customize their game into a version that was uniquely
their own.
Design & Aesthetics
I set
out to make this game simple to play, and have a clean overall art style. I
view this as being a great success as it’s simply one button to control the
entire game (tap anywhere on the screen) and the art looks very bright and
consistent. I also wanted to have a clean UI that looked professional and was
easy to get around.
The
art and sound was a bit difficult, but after finding some royalty free tracks
and also creating my own sound effects, the sound design would also be
considered a success.
Project Management
I set
week long goals and set them up in enough bite sized chunks that development
went along smoothly. I felt accomplished because of the smaller goals I set
each week, and it was a real treat to see how far I had come in each
development sprint.
First Concept Art |
Development
The
code was setup to be very object based and nothing should have been jumbled
together where it shouldn’t be. This made programming super simple especially
in the later stages of development since I knew exactly where I needed to go to
change something, and it only needed to be changed in one spot.
The
piece of code I am most proud of is the random terrain spawn script. I looked
online and looked at multiple algorithms, and then pieced them together in my
own creation. This makes for a really random layout of terrain, but everything
was spaced and pieced together perfectly.
Testing
I had
a very big testing group that were eager to help me out, though a couple things
truly helped me: my younger cousins and my wife’s cousin who is in the game
industry.
My
cousins really gave me the best raw feedback since they are both in the target
age (one 8 the other 10). It really made me smile when I saw them fighting over
my phone to try and beat the score of the other, goofy giraffes truly have a
certain appeal to the younger audience.
I was
also able to get great critical feedback with Bryanna, my wife’s cousin. She
works in the game industry at Volition and warned me that she wouldn’t give me
false feedback and would be completely honest. This honesty helped shape a lot
of the later development of the game, changing Derwood from a flat and boring
runner to really dynamic game. I love getting real feedback and this was
invaluable.
Business Model/Plan
I am
absolutely happy with this being a completely free game. While
microtransactions would be a good revenue, I don’t feel right having real money
transactions in a kids’ game. Yes I had purchases in the development stage, but
this was truly to test my technical merit, and on full release these are being
taken out. I never aimed to make money with this, just obtain great experience.
Design & Aesthetics
I
have learned that balancing a game is one of the more difficult aspects to
accomplish. The majority of development time has been dedicated for finding a
good balance of skill while minimizing luck with a random system, and that
turned out to be a very difficult task.
What ended up happening was a mix of precrafted levels mixed with random
terrain generation to ease players into the game while also providing
challenges at later stages of the game
Back to work! In game enemy. |
Project Management
The
main problem I had with project management was just juggling a busy schedule
and trying to get out the best product I could. I admit I thought that I could get
a lot more done in the time given to me, but thanks to both life and
programming issues what I do have done, while I’m proud of, pales in comparison
to what I planned to have done.
Another
issue was getting the art assets in on time. My artist was full on ready to do
all of the art, but because of work piling onto him, we didn’t get in the art
as soon as we could, and not as many animations. I can’t fault him, because
Matt did a fantastic job with the art he did do for Derwood, I still laugh at
seeing a giraffe with a knight helmet on.
Development
Going
into this project, I wanted a fun, fair, and engaging infinite runner. I knew
that I had to have random elements in the game, and because of giraffe height,
I was a bit limited in coming up with obstacles. It’s quite the goofy object to
work around! The randomized terrain was the first thing into the code, and it
was a literal random number generator deciding what prefab to put down, and
making sure if was out of the camera view. Previous distance was taken in from
the last platform placed so everything would meld together nicely, creating
gaps when needed and long stretches of flat terrain as well.
The
problem with this is was mentioned in the design section: balance. Balancing
the game is still ongoing and will continue on for as long as I support the
game. This was truly the main development problem, and it’s been a great
learning experience. I’ve gained so much game design experience from all of the
trial and error needed to test what a balanced game looks like.
Testing
The
main problem I had with testing was getting people to test it in person. Most of my testing was done over Skype, and I
would have liked to have more face to face testing.
Business Model/Plan
The
original business plan was free with microtransactions, and this was working
perfectly. However I always felt like it was wrong since this was intended for
a younger audience. After some feedback, I happily got rid of the
microtransactions and it is now a fully free game.
Summary:
Overall
I’m very happy with how the game has turned out. I wanted a simple yet fun game
that was easy to pick up and play and truly feel like it belongs on a mobile
platform, not just a game trying to fit on mobile. Going back I would have cut down the expectations
and focused less on extra things such as character upgrades and truly build a
fully balanced terrain randomizer. As it
stands now, I feel the game has come a long way and I am proud to call it my
first full game.
References
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