Title
Avalanche
Adventures
Genre
Action
/ Arcade
Android
Revenue model
Free to
Play
Development tools/Language
Unity
MonoDevelop
– C#
Game audience
15-25
Team
David
Laws – Project Manager and Production
Nick
White – Sound Engineering
Jack
Einhorn - Artwork
Copyright/Reference
Avalanche
Adventure © 2015 David Laws
Backstory
Sound Bite
“Smash
the falling icicles and feed the hungry penguins”
Executive Summary
Avalanche
Adventures is an arcade style game that takes after old shoot ‘em up games in
mechanics and playstyle. It follows a fixed movement build where the
player-controlled character is locked to horizontal movement along the bottom
of the screen while icicles fall down towards you. The player has to avoid or
use their special ability to break the icicles. Breaking the icicles allows you
to gather crystals, eventually powering up your hookshot weapon to take a shot
at the boss character.
There
are two playable characters, Edmund and Cinder, each with their own special
ability. Edmund throws pickaxes in the air while Cinder is able to summon
fireballs.
Inspiration
This
game draws inspiration from classic shoot ‘em ups as well as a number of other
games with similar mechanics. The goal was to capture that classic arcade feel
of a simple game that was just fun to play.
The
artwork was inspired by the artistic styles in games such as Alien Hominid and
Castle Crashers.
Ideal
In an
ideal world there is plenty that I would like to do with this game in the
future. I think there is good potential for an adventure mode that reuses the
same mechanics in a more story-oriented environment in the style of platforming
games. I think there is also a lot more that could be done just in the arcade
mode, improving gameplay and balance in particular.
Ideally
I would also like to take all the lessons learned and the design improvements
to this game and start from scratch with a vastly superior idea of where I
wanted to go allowing me to improve the overall quality of the build from start
to finish.
The
Critique: What went right
Design & Aesthetics
Overall
I was very happy with how the music and art assets turned out. I was able to
get in touch with my team very early in the process and that helped greatly in
getting the initial wave of assets done in a timely fashion. Everything was
custom made for this project so I am glad it turned out well.
Project Management
During
the initial development phase of the project I was able to keep to the schedule
quite well. Sprints were completed in a timely fashion and doing weekly
screencasts for the project helped to keep me on task as well. Additionally I
think getting the team put together and working quickly was good.
Development
I think
the game itself had a lot of good parts too it. The gameplay is fun and I think
it was ultimately successful at reaching the goal I had for it. I think the
tutorial was well executed beyond what my initial expectations were and I think
the overall look to the UI went well.
Additionally
I was quite happy working with Unity, the development environment and object
based design was a blast to work with and made it much easier to visualize how
the game and code would all piece together in an actual project.
The
Critique: What went wrong
Design & Aesthetics
One of
the problems with having everything custom made for this project was I could
not really fall back on the Unity Asset store for help when needed. Since my
team was on a volunteer basis so there was a limit to how hard I felt I could
lean on them to get things done.
Looking
back I would have liked to delegate the work better and I think I could have
given them better direction to make their jobs more efficient. As it was I took
on a lot of the responsibility myself and I think this added to an already
heavy burden of work.
Project Management
I think
the primary thing that went wrong with the project was the lack of good
planning that went into the project. The initial ideas were good but scattered,
and they lacked a lot of depth that left the game feeling incomplete after the
initial development phase was over. This necessitated a secondary development
phase to be completed. While I believe it was ultimately successful a loss of
motivation and poor upkeep of documents made this overly difficult as well. All
of this could have been avoided with better upfront work.
Further,
as I mentioned before the sheer workload was something I found overwhelming. I
think this was at least somewhat a side effect of the planning issues, but
knowing when to delegate and not take on too much at once is important too.
I would
attribute a lot of these management issues to my inexperience in performing
this role, so my biggest lesson moving forward is the importance of planning
ahead. Knowing what you need to
accomplish, what you want to
accomplish, and what you can
accomplish are very important are very important to successful development. As
well as keeping up documentation and iteration of said plans so you can be
adaptable when they inevitably change.
Development
I think
my development issues stemmed a lot from management issues, particularly the
patchwork nature of the code. After the initial development, and even to some
extent during that phase, things were done one at a time with not enough regard
for what comes next or how the big picture fit together. This ended up creating
intricate webs of processes that made maintaining and eventually updated the
code difficult.
Looking
back I think my inexperience with Unity also led to some of these difficulties.
Instead of searching for a more elegant solution to a problem, I would often
attempt to brute force my way through it, and probably creating unnecessary
mess in the process even when successful. I think general experience with the
environment can and will go a long way into fixing this issue.
Finally
balance was always difficult with the game. I think the simplicity of the game
as well as its reliance on RNGs contributed to this issue. Because the icicles
always move in a straight line the balance between too easy and too difficult
was very fine.
Testing
Testing
was difficult in general because it all had to be done manually. Automated
testing was nearly impossible due to the structure of the game, as much of the
code and game objects were intricately woven so testing them individual pieces
was next to impossible.
Manual
testing also proved difficult due to the game playing differently, and
eventually being unworkable, on the Unity editor as opposed to on an actual
device.
This
made testing later on a lot of trial and error guesswork.
Summary
Overall I was satisfied with how the game turned out. Certainly I would have liked to go more
smoothly, but the final project was a pretty solid iteration of the initial
design. Moving forward I think there is still a lot of work I can do, from
adding the “adventure mode” to overhauling and/or improving the current
mechanics featured in the “arcade mode” of the game. It has been an enjoyable
experience and most importantly there are a multitude of lessons learned that I
can take forward into future projects.
References
Easy Touch 4. (2015) Touchscreen & Virtual Controls. [Unity Plugin] https://www.assetstore.unity3d.com/en/#!/content/3322
Laws, D. (2015). Avalanche Adventures. [Android Application]
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.