Game Summary
Title
Genre
Tactical Naval Action
Platform
Android
Revenue model
The game is intended to be
released for free, with the primary monetization occurring from in-app
purchases.
Development tools/Language
Airship was developed using Unity 4.6 as the primary engine. Assets were
generated using Adobe Illustrator and Adobe Photoshop. The online components
were created using the Photon Unity Plugin. The store components were created
using the Soomla Store Plugin.
Game audience
The primary audience for Airship are young adults between the
ages of 18 and 25, who have a history of playing online competitive games, or
are interested in naval combat.
Team
Avram Suson worked on design
and development.
Zachary Haley worked on
initial level design.
Jacob Suson created all sound
effects and music.
Michael Press, Derrick
Snodgrass, et al. created the models for the ships.
Copyright/Reference
Airship: War In The Skies ©
2015 Avram Suson
Demonstration Screencast
Backstory:
Sound Bite
As the country’s last hope, only the bravest can
defeat the coming tide. Lead your ship to battle for victory in the sky!
Executive Summary
In Airship,
the player takes direct control of a flying warship and goes head-to-head with
other ships and players. The game offers a variety of vessels and game modes,
so that players can enjoy the game, no matter what kind of play style they are
looking for. People looking for competition can try the multiplayer arenas,
aiming to be last ship soaring. If you’re looking for just playing some solo
battles, you can hop into Practice Battle mode to get some practice against the
AI. In either case, prepare to get behind the wheel of your ship and guide your
crew to victory!
Inspiration
I am a long-time steampunk fan, and have always enjoyed
the concept of Airships. One of the earlier games I had made for a quick
assignment was a naval combat game with really simple controls. After trying to
come up with an idea for a while, I decided to try and enhance the older game,
but to change from traditional wooden ships into airships.
Ideal
The ideal design for Airship is to have an active multiplayer system, with lots of
players making rooms and fighting against each other. Similarly, players would
be able to experience a story in Campaign mode, or play against challenges to
test their capability. The ships would be customizable with a wide array of
upgrades and power ups that players would buy and earn. This would also result
in each battle being unique and exciting, as players could use power ups at
unexpected times.
The Critique: What went right…
Bug Database
Using the database to track bugs and
features that still needed work really helped with keeping the workflow
organized and efficient. It provided a list of everything that still needed to
be worked on, while also showing what was more critical than others. It also
served as a reminder of how much of the work still remained to be completed,
and could be used to see how much work had just been completed. It was a
helpful tool for keeping me focused on a task and knowing what I needed to
focus on.
Development
A lot of the code structure was
developed freshly and taught me a number of significant tricks that will be
useful for a long time to come. The system that I developed for loading models
during runtime turned out really well, and will be useful in the future. Also,
the system was developed in a very open-ended way, which allows me to easily
add more features and content as desired, which makes the game very easy to
expand upon. This is predominantly because of the way the system reads from
binary files for the content, rather than relying on the content being
hard-coded into the project. This is something that will prove beneficial for
expansion of this game, as well as future projects.
Testing
While some of the testing happened a
bit too early on, some of the user tests proved really helpful with the
feedback and helped show me how the players would interact with the project.
While I have done testing before, my experiences with user testing throughout
this capstone was different and substantially more useful than my past
experiences. I was able to see what caught players’ attention and what didn’t,
which allowed me to know how I needed to re-focus my work, or adjust certain
features to help players with the game.
The Critique: What went wrong…
Design & Aesthetics
One of the original plans of the project was to try
and build our own models, or find models online. However, after two thirds of
the project timeline had passed, it was discovered that the team would not get
around to making the models, and there weren’t any models of the desired type
available online. I sent out a request for model-help and was contacted by a
student group working for one of the professors, who offered to assist me with
the models for free. I sent them a list of models needed, but the list was too
much for the time remaining in the project. Before starting, we should have
created a more realistic and solid plan for the assets, and we should have
recognized when the asset plan was failing earlier so that it could have been
fixed sooner. It is even more critical to catch when the asset plan needs to be
changed early, since asset development can be one of the more time-consuming
parts of a project.
Project Management
The largest reason for failure with
this project was scheduling and time management. When I had developed the plan
for this project, I had planned a tight schedule with a little bit of time for
debugging at the end. However, as the project went on, some features took
longer to be implemented than I had planned. Similarly, there were more bugs
than I had expected, and I found myself quickly working to just keep up with
the schedule while fighting bugs. It didn’t take long for me to become swamped
and fall behind the schedule, requiring large features to be cut from the design
to make up for the time to work on the bugs. In the future, I will plan that at
least half of the development time, if not two-thirds of the time, should be
dedicated to fixing bugs and features.
Controls
One of the bigger issues that appeared late in
development was a problem with the ship controls. This problem primarily
appeared after I entered the final review stage, when the reviewers stated that
they had trouble with the controls and couldn’t control the ship. This resulted
in confusion, because it had contradicted with earlier user tests that I had
run. The end result was a series of alternative controls hastily implemented to
help the reviewers control their ships. What I ultimately learned out of this
was, while testing with the public is still good for development, I needed to
test more with the client for my game, the reviewers in this case, and ensure
that the product was matching what they desired.
Summary:
Overall, I would say the project is well on it’s way
for what I had desired. It is much more of a prototype and proof of concept
than a completed product, but most of what remains is implementing assets and
content, which can be done over time. There are a few major features, such as a
Campaign mode, which had to be cut from the design due to time constraints, and
I would want to attempt to implement these before final release. I did learn to
plan for significantly more time for debugging, as well as to plan milestones
more carefully so that I can spot when an aspect of the game is starting to not
meet expectations earlier in the development cycle. I also learned that
programming for abstract content benefits development in the long term.
Similarly, maintaining a database of issues and features is a great way to
maintain organization and focus of a development team. If I had to redo all of
this from the beginning, I would probably implement those changes and more
properly plan out the project in detail, using the experience I had from this
project.
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.