Capstone Game Post Mortem: White Hat: Decode
Game Summary
Author
Steven SmithTitle
White Hat: Decode
Genre
Action / Adventure
Platform(s)
Android, iOS, Playstation Vita (with Gear VR and Cardboard support where applicable)Revenue model
Core game will be free on
Android and $0.99 on iPhone, with PSN pricing pending. Available map for $0.99,
10-second one-time extension for $0.99, packs of extensions at 5 for $4.99 and
10 for $9.99
Development tools/Language
Unity 3D, C#, Objective-C, Javascript, C++, Java, C++, Oculus mobile SDK, Durovis SDKGame audience
Targets males and females 16
- 40, typically with a history in playing RPG games or an interest in new
mobile hardware.
Team
Solo project
Copyright/Reference
Copyright 2014 LoungeKatt /
Steve Smith
Backstory:
Sound Bite
Have you ever wondered what
your computer dreams about while it sleeps?
Executive Summary
Enter the BetaCorp server and
attempt to collect data as a member of the White Hats or Virals. Race against
the clock or against friends on this and other supported platforms. Each team
is trying to gather up as much data as possible, whether for protection or for
profit. It is up to you which side you will choose to join in the battle to
control the server databases.
Inspiration
This game was inspired by many of the innovative role playing games that provide high quality graphics and immersive navigation systems. Games, such as Persona 4, with pause menus that are animated and appear to be just as much a part of the game as game play. Games, such as Ragnarok Odyssey, that facilitate levels and multiplayer by using "physics" lobbies and buildings instead of GUI content.Ideal
The purpose of this project
was to develop a game that would be comparable to a console release, while
still being optimized for mobile platforms.
The Critique: What went right…
Design & Aesthetics
The music was an accidental
discovery when searching for another sound, but has really brought the game
together. This is a testament to the idea of not simply settling on the first
thing you see or hear and not, at least, exploring alternatives to be sure.
The graphics, on the other
hand, were fully planned from the start. While it was hard to fully map the
depth of the intended design in the early documentation, it has come together
in much the way it was planned. The characters appear detailed, while still
maintaining the cartoon aspects that were desired. The start screen ties into
the game, even with the requirement that a very specific Durovis logo is
displayed when using their SDK. The HUD and environments maintain a Steampunk
theme that is given cartoon undertones through the use of a more advanced
version of the tony shaders included with the character set.
Project Management
The project management went well in terms of local timelines,
schedules, etc. It is hard to find any flaw in project management when the
documented items were complete in light of rearranged submissions. This shows
that enough flexibility was provided in the plan and that adjustments could be
made quickly.
Development
Choosing to use local code over existing templates that sounded
similar to desired functionality allowed the flexibility to design the code for
a specific situation or reuse it as a generic API itself, either later in this
game or even in another project. It is extremely useful to have gone through
the process of creating an API to better understand how they function. In
future projects, there may not be time and resources to allow for choosing to
generate the API in-house. Having done so in the past, it will be much easier
to evaluate the uses and limits of an external API when one needs to be
obtained.
Testing
The benefit of having pre-existing connections with various hardware
manufacturers and developers is that there is equipment available for testing
and any feedback is useful and concise. This shows the benefit of networking
when developing a game. It will prove extremely useful to have a few opinions
that are not based on observation alone. Those with experience using the same tools
and processes can often provide much greater insight as to possible causes or alternate
diagnostics. This both improves and accelerates the process.
Business Model/Plan
Having the purchases available from the early beta stages is a
definite advantage. Having seen the results when apps attempt to retrofit purchase
items or add items that do not fit into another upgrade, this would have been a
serious failure if incomplete. It is important to ensure that primary components
will fit into the overall product. Given the adjustments that were required to
support the basic functionality of the necessary IAB library, it has proven
that prioritizing features is vital to protect expected results, such as
revenue.
Other
Unity was fairly easy to
learn and taking the time to learn how to translate JavaScript to C# and back
made for a humungous advantage when designing this game. Most developers that
reference code examples use JavaScript, but the ambiguous nature makes a fully
integrated control design unstable. This same ambiguity allows a camera script
to function much more effectively. This is one example of when being able to
switch back and forth between the two and integrate them into each other was
almost required for success.
The Critique: What went wrong…
Design & Aesthetics
I do not feel there were any significant
issues with the design beyond the limitations presented by the mobile platform.
The characters used in this project come with the warning that while being
compatible with mobile, they require careful consideration of available
resources. The need to monitor resources became a very tedious aspect of
attempting to provide high quality graphics.
Project Management
The
plan was under a lot of scrutiny. The size of the plan made it appear as though
time was insufficient for completion. Often times, the project suffered for
this speculation. It was difficult to add features and generated an unnecessary
amount of documentation to justify removing features, as not to give the
impression it was a result of insufficient time or resources.
The
introduction was an unplanned feature. This could be considered a design flaw,
but it is less flawed than unimpressive. The stationary terminal output was an
afterthought that fit into the theme well and provided a means to fill in a lot
of backstory, but does not fit into the personification used for most of the
game.
Development
Attempting
to integrate the entire VR design for the Gear VR after the capstone
presentation was already prepared corrupted some of the existing code. The
Cardboard portion was completed and was fully tested with the standard game,
but attempting to demonstrate the Gear VR support led to issues that could have
been avoided had the SDK been available earlier in the development process.
Testing
This
game was thoroughly tested, but not every aspect was verified against the
different play styles of varying users. The original camera had the possibility
of becoming blocked when turning corners tightly. This was not something that
was fully tested and did not appear to be an issue. After attempting to perform
“non-standard” navigation, such as turning back in the middle of rounding a
corner, this issue became far more noticeable.
Business Model/Plan
The
business model is not something that I feel is set in stone. I believe the map
is an effective item, but I am skeptical about the time bonuses. I feel I may
have to revisit this in the future by replacing these items with additional
costumes or other items planned for “standard” updates.
Other
While feedback started out
strong, it felt as though it became an afterthought when the project grew
closer to completion. This is not something that went wrong with the project as
much as it is something that required spending more time seeking out external
evaluations that were intended to be part of the established process.
Summary:
This game far surpassed my
own “unrealistic” goals. While the original written plans already appeared to
be more than what is possible in the given time frame, they were only a portion
of what I believed would be possible. The core of the game was used for
documentation, but did not account for the progress made with virtual reality
support, flexibility of the level design to add replay value, or nearly
functional multiplayer mode as anything more than future plans. All of these
goals have been completed and the game functions well enough for presentation
at a public level. I plan to complete the one-year plan within six months.
References
Atlus. (2008). Shin Megami
Tensei: Persona 4 [Playstation Game].
Game Arts. (2012). Ragnarok
Odyssey Ace [Playstation Game].
LoungeKatt. (2014). White
Hat: Decode [Android App].
Unity. (2014). Steampunk:
Industrial Revolution. Retrieved from https://www.assetstore.unity3d.com/en/#!/content/17446
Unity. (2014). Blade NPC
Special Pack. Retrieved from https://www.assetstore.unity3d.com/en/#!/content/9184
Unity. (2014). Sword Girl #1.
Retrieved from https://www.assetstore.unity3d.com/en/#!/content/15103
Unity. (2014). Villager A
Girl NPC. Retrieved from https://www.assetstore.unity3d.com/en/#!/content/5542
Unity. (2014). Medieval Toon
House. Retrieved from https://www.assetstore.unity3d.com/en/#!/content/16674
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