Capstone Game Postmortem: Scoundrel Squirrels
Game Summary:
Game App Icon
Title
Scoundrel
Squirrels
Genre
Casual RPG
Android
Revenue Model
Scoundrel Squirrels will initially be
released as free to play, supported by interstitial ads.
Scoundrel Squirrels was developed
using the Untiy 3D and MonoDevelop, using the C# programming language.
Advertisements are provided by the Unity Ads API. Multiplayer and social
features will be implemented with the Combu API. Artwork was created using
Inkscape and GIMP. Audio files were created and edited using Audacity.
The intended audience for this game
is casual game players who would enjoy quick adventures but enjoy the aspect of
developing a character over time. This game would appeal to younger and older
players who enjoy silly experiences. I would estimate that it would appeal
particularly to girls and women, but not exclusively so. This game would have the most appeal for
achievers and explorers, as described by Bartle (1996). I do not anticipate
that this game would appeal to killers
Team
Tim Bradrick: game, artwork, and many
sound files.
Additional sound files were acquired
from Internet download.
Demonstration Screencast
Copyright/Reference
Copyright/Reference
Scoundrel Squirrels is copyright
Timothy J. Bradrick / FungiMuncher Interactive.
Bradrick, T. (2015). Scoundrel
Squirrels [Android game]. Dublin, OH, USA: FungiMuncher Interactive.
Sound
Bite
You’re a squirrel. Be a scoundrel! Accept the challenge and dominate in
your dapper derby!
Executive Summary
In Scoundrel Squirrels, you role-play a daring squirrel adventurer. You
can explore the world causing mayhem, taking on the challenge of wild adventures.
When the chaos is done, relax to your tree-high home to enjoy your winnings and
try out new outfits to show off in your next adventure.
Inspiration
I have always been an avid player of role playing games, both table-top
and video games. However, I know the genre can be intimidating or overwhelming
for many people. So I started wondering if a more casual take on it could be
successful. Additionally, I wanted to explore something other than the typical
science fiction/fantasy themes. The idea of using squirrels as a theme
literally came to me when I was driving to work one day, and saw a squirrel
crossing the street on a telephone wire. I thought was rather adventuresome,
and my mind just started taking off from there.
Capstone
Scope
The game as presented for the capstone requirements is a subset of the
overall game I hope to further develop. The capstone game includes three
primary features: dressing up your squirrel, exploring an area of the game
world, and a race against the clock.
The dress-up features include being able to choose your squirrel model,
its attributes and clothing it wears. There are fifteen unique articles of
clothing, with some variations for attribute boosts. There is also a store and
a prize box to get additional clothing. The exploration area includes random
placement of objects and three different types of non-player characters. This
area required the development of character controls, animations and sound
effects. There is also a mini-game within the environment. The race area adds
character jumping and climbing. A timer is implemented, as well as a set of
awards based on one’s performance in the race. And of course, all of these
features include a tutorial system to guide the player, and a means to save the
squirrel for later play.
Ideal
There were many features I had to trim back from the initial planning
stages. I had several additional adventure area ideas, which need to be
postponed until later. I also wanted to implement multiplayer functions, with
the ability to message other players asynchronously. I had hoped this would
help facilitate the players making wagers on competitive races. There are also
many ideas for an in-app store which were not implemented. All of these are
still hopes of mine to implement in the future.
The
Critique: What went right…
For the most part, I liked much of the art that I created for the game.
This is a personal interest of mine, and it’s reassuring that, given time, I
can do a decent job. I especially like the fruit and doughnut objects in the
game. Overall, I like the cartoon like feel of the game.
I am happy with many of the mechanics in the game. I like how the
dress-up aspects developed, though there is certainly a lot of areas in which
this could be expanded. In the adventure area, I like how the jumping and
climbing perform, and how the player and non-player characters interact.
Sometimes, there are some wild or silly results of all the actions, and this
fits the theme of the game.
Screenshot of a knocked out character |
Project
Management
I really enjoyed working in Unity. I
found most of the development process to be very intuitive, and in some
instances, rather elegant in how solutions can be implemented. I enjoyed the
process of working in an agile framework, and the sub-division of tasks into
sprints. These processes provided a quick response to evaluate progress, and
the ability to change things early if needed.
The early planning was also a great aide when things didn’t go as
planned, which happened a few times. I was able to refer back to the plan, and evaluate
what to do in the future based on my previously determined priorities.
Another aspect of the project
management that I appreciated was the bug and feature database. This helped
outline the various parts which needed work, and provided a convenient point of
reference between myself and my instructors.
Development
Early in the project, I know my
development process was sloppy and haphazard. However, as I learned more about
Untiy, and reacquainted myself with good programming techniques, things
improved and became more elegant. Towards the end of the process, I was more
easily able to create code which was more flexible and adaptive. This is most
evident with the system I developed for presenting the tutorials. The same
system is used for all of the scenes, and it is very easy to make changes.
Testing
The usability testing I performed
throughout the project was invaluable. The players provided some very useful
insights, and brought a variety of experiences when making suggestions. I
consider this type of testing to be essential for my future efforts. The other
players see or don’t see so many things differently than me. Related to this,
another event that was very valuable at the very beginning of the project was
the focus group. This provided some very interesting ideas to launch the project.
An early character model from a user. |
Business
Model/Plan
I am planning the initial release of
Scoundrel Squirrels to be free-to-play, supported by interstitial ads, and
perhaps a very simple in-app store. For a first time effort, I believe it’s
important to get something “out there” quickly, without sacrificing quality.
This will begin the process of getting my name, company and efforts known to
others. In the future, I am hoping to expand upon the game, including
additional adventures, multiplayer features, and a more developed in-app store.
I also hope to eventually release the game for iOS and Windows Phone.
The
Critique: What went wrong…
Design &
Aesthetics
Regarding the artwork, I know all of it is not where I
want it to be. The main issue with this is the time available. For example, the
bushes in the game are very detailed, while the leafy parts of the trees are
extremely low in detail. I would like to bring both of these closer to the
level of detail of the pieces that I do like.
As for the mechanics of the game, two big challenges were the climbing
functions, and the character movement controls. With the climbing, getting the
squirrel to transition from horizontal to vertical smoothly was very difficult.
I now know that part of this was how I implemented the running and climbing
animations – the figures are in different spots in the individual sprites. This
was done simply due to my inexperience. In the future, I will know better.
However the problem still exists – I simply created a work-around. Recreating all of the animations is going to
be a lot of work.
The character controls for the basic squirrel movement has also been a
challenge. I have tried many different solutions, and the work is still
on-going. I’m hoping that I now have a good solution.
Finally, regarding the overall design, a big problem was trying to
implement climbing and jumping in a 2-1/2D, isometric environment. When
starting, I only had a vague idea how these would be accomplished. As I
progressed, I was actually able to implement some solutions, but these would
introduce new challenges. Ultimately, I had to reevaluate this planned feature.
I finally separated these functions into two separate scenes. In the isometric
area, there is no jumping or climbing. The other area is presented a simple 2D
platformer, where one can climb and jump.
An early mock up of the game |
Project Management
The biggest problem with the project management has
been the scope of the overall game. Again, I attribute this to my inexperience.
There are so many neat ideas I want to include, but not previously having a
solid concept of the time required, there was simply too much included. Time and
again, I’ve had to pull back on the scope of the project. Towards the end, I
simply got to the point of very deliberate decisions of what to include to meet
the requirements of the degree program.
Another early mock up, showing an undeveloped adventure |
Development
The biggest problem with the development process has
been my own inexperience. Especially early on, I was conducting a lot of
research and experimentation when writing the code. Many times a solution would
be discarded for another method. However, I feel that I have learned a great
deal in this process, and my confidence has grown.
An early plan showing several undeveloped features |
Testing
If there was any failing with the testing process, it
was with my solution for controlling the squirrel character. It was still not acceptable after the faculty
review of my game. When I conducted the usability tests, my players did express
some frustrations. However, they were happier after the initial tweaks I
implemented. I guess the lesson here is try to get some people experienced in
the field to test one’s game.
Screenshot showing the original character controls |
Business
Model/Plan
By simply releasing a ‘Lite” version of my game first,
I am at risk of people not seeing the full potential for the game or my
efforts. I am also risking not taking the game further, possibly allowing
myself be distracted by other events in my life. I will need to remain diligent
and have confidence with my efforts.
Summary:
In summary, I am thrilled by what I learned producing this game. I have
learned quite a bit about the technical process of writing an app, and the
important aspects of making a fun game. Additionally, I learned the importance
of planning the project, and developing a schedule for completing the various
parts. These helped me stay on course when difficulties arose.
As an initial effort, I am pretty happy with the resulting game. It
certainly lacks many features I originally wanted, but I have much more
knowledge on how to accomplish such a big project. While the game has yet to
have the multiplayer functions, and a wider variety of features (adventures,
mini-games, clothing choices, and so on), I know how to implement these, and am
excited about what can be produced later. I do indeed hope to publish this
game, but I do want rework some of the artwork, implement some of the smaller
features suggested by my instructors and users. I’m hoping that this will become
a reality in about six months.
A high point of the project was when, about three months into the
development cycle (of about five total months), I noticed that this thing I was
diligently working on started to feel
like an actual game. The parts of the game came together and I could finally
see the fun features. I actually started to laugh at the quirky little events
in the game.
References
Audacity Team (2015). Audacity [OS X program]. Open Source Software: Audacity Team. Retrieved
from http://audacityteam.org/
Bartles, R. (1996, August 28). Richard A. Bartle: Players Who Suit MUDs. Retrieved from
http://mud.co.uk/richard/hcds.htm
Bradrick, T. (2015). Scoundrel Squirrels [Android game].
Dublin, OH, USA: FungiMuncher Interactive.
GIMP Team (2015). GIMP
[Windows program]. Open Source Software: GIMP Team. Retrieved from http://www.gimp.org/
Inkscape Team (2015). Inkscape [Windows program]. Open Source Software: Inkscape Team. Retrieved
from https://inkscape.org/en/
Skared Creations. (2014, March 16). combü [Unity3D API]. Retrieved from
http://skaredcreations.com/wp/products/combu/#sthash.pJB4xhxb.dpbs
Unity Technologies. (2014, November 13). Unity Ads [Unity3D API]. Retrieved from
https://www.assetstore.unity3d.com/en/#!/content/21027