Chapter 2 - Reconciling Theme and Gameplay

Published September 24, 2014

Chapter 2 - Reconciling Theme and Gameplay

"Miss Evangeline just doesn't get it!"

Phillip Morris, age 8, is waiting by the Principal's Office sinking in his chair, holding his dear toy car in his hands firmly.
He can't fathom the reason why he's been sent here... again.
3 days prior, his dad gave him a car, a real car! And ever since, the teacher has been sending him to the principal's office for 'no reason'.

"She just can't understand that the car needs to reach the end of the track... It asked me!"





Gameplay & Theme reconciled

It sure took me a while to reconcile the 'Only Sane Man' approach with a somewhat topdown racing game, but I've made it.
The game is really just about one kid in school obsessed with his toy car. He needs to bring the car to the end of the circuit, it compels him.

Of course, there are many hazards along the road and should the car hit the ground, it's game over, and an almost certain visit to the principal's office!


Plans

One of the main lacking features at this point is the inclusion of a Countdown timer: Currently, the player loses if he falls from the track, but nothing compels him to 'go faster'. Rushing it is what will force players to make decisions on the fly, and I feel that a countdown will really help (possibly with toy-fashioned collectibles along the way to increase the timer).
I'm hoping that this could even compel a few people into challenging one another for best time!

Another feature I'd really like to sink a few hours in would be some kind of basic AI-governed traps to keep things fresh as you move. One such thing could be a stapler which forces you to time your approach carefully and move through between two hits (failure would result in severe collision/slowdown or possibly bump you out of the track).

SFX and Music are yet to be done, and I'd like to get some out of the way before Friday so that I know these won't be a problem I need to worry about at the end. (One can always dream!)

I've been toying with the concept of car physical integrity: On the one hand, I think it could add an interesting layer to the game to manage a new resource (life) and possibly have a direct impact on how hard/easy it would be to pilot the car with damage received, but I also like the fact the car feels invincible, which is probably how the kid thinks of it anyway.

I'm also toying with the concept of different surfaces. For example, a book cover or sheet could be harder to decelerate on than other surfaces. It could add a bit of depth.

I'd also really like to bring something similar to Scarecrow's gameplay in Arkham Asylum, where the teacher would throw her glance at specific areas of the track from time to time, and that ending up in her crosshairs would be another direct 'game over' sequence. Probably won't have the time for this though.

Lastly, I'd like to implement some form of jumps. Since I still need to fix how the game reacts to 'falling' and recovering from that, I could also implement jumping at the same time if it proves simply enough. It wouldn't allow the user to press a key to jump, but rather, would allow certain gameplay ingredients to increase the car's height based on its velocity. Could be very cool now that I've paired height with scaling!

If possible, I'd also like the landscape to evolve from a quiet school setup down into something more imaginary (a clear representation of the 'flow' of the kid, and how focused he gets in the process).


Unity stuff

Once again, Unity surprises me by it's simplicity. Looking back at my code from yesterday, I've noticed that there was a MUCH easier way to do car rotation. What started as a means to resolve a bug turned into a very profitable optimization (all thanks to 'addTorque'!)

I had a bit of trouble wrapping my head around how events work in Unity (they differ a bit from Dart) but after looking up the appropriate syntax, it was rather easy to implement a falling animation for the car (still needs some tweaks, obviously).


Closing Words

There are several great ideas currently being made by other contestants, and I don't believe that my gameplay will really come close to top contenders in this competition. I just hope that my rendition of the theme will help a bit.

Since I'm doing everything on my own from scratch (although, I still get to use Unity!), I'm finding it very hard to produce half-decent art and still progress with the codebase. I'm concerned that the end result might fall short from having any 'real' gameplay.

Oh, but I'm veeeery proud of that desk texture! Probably looks too rich to belong in a school, but meh: it looks right!

Previous Entry Chapter 1 - Addendum!
Next Entry Chapter 3 - Doom!
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Comments

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Eck
Eck

This looks really slick sir. The game seems to be coming together, and it's only day 2! I'm really impressed. After the competition, I'd love to have a chat with you about your game/unity experience.

- Eck

September 24, 2014 03:39 AM
0sok
I think the desk texture looks great as well! Like Eclipse said, very slick for only two days.
September 24, 2014 06:36 AM
Orymus3

This looks really slick sir. The game seems to be coming together, and it's only day 2! I'm really impressed. After the competition, I'd love to have a chat with you about your game/unity experience.

- Eck

Sure thing! Of course, that'll probably have to wait until judging ends though (there's a lot more entries than I initially figured there would be, and if everyone delivers something, judging could take a bit of time!)

I'll probably post a post-mortem in my journal after the competition (once I get other judges' ratings for my game) and will include a few conclusions on Unity as well.

I think the desk texture looks great as well! Like Eclipse said, very slick for only two days.

It is, and to be fair, I was extremely surprised. Prior to yesterday, I was very concerned/stressed about trying to be able to ship something playable. I can now focus on making it better instead, which is a lot more relaxing than having to come up with an actual game loop. That being said, I might have chosen something "too" simple and it could very well end up limiting my ability to deliver depth and quality, which is my new growing concern :)

September 24, 2014 12:36 PM
GambitSunob

That's looking awesome!

Are you going to make the race track into a circuit with laps?

September 24, 2014 01:31 PM
Orymus3

That's looking awesome!

Are you going to make the race track into a circuit with laps?

Nope, my intent is to make this a complete set of levels. If I can pull it off, the transition from "level to level" would feel a bit like a boss battle, but I don't know how much of that I'll be able to pull off to be honest, but not doing laps is my intent: I want this to tell a story (visual will change).

I feel there's a sense of "exploration" inbred within this design (I hope!).

Besides, falling into a hole will return you to the start of the track, so it could be highly frustrating and redundant if you had to complete the track more than once!

Thanks for the positive feedback, much appreciated, especially when on such a tight deadline :)

September 24, 2014 02:30 PM
GambitSunob

That's looking awesome!

Are you going to make the race track into a circuit with laps?

Nope, my intent is to make this a complete set of levels. If I can pull it off, the transition from "level to level" would feel a bit like a boss battle, but I don't know how much of that I'll be able to pull off to be honest, but not doing laps is my intent: I want this to tell a story (visual will change).

I feel there's a sense of "exploration" inbred within this design (I hope!).

Besides, falling into a hole will return you to the start of the track, so it could be highly frustrating and redundant if you had to complete the track more than once!

Thanks for the positive feedback, much appreciated, especially when on such a tight deadline smile.png

Love it.

So are you hoping to keep the levels flowing? As in no hard transitions from level to level.

Or if you're doing more story, would there be cut scenes in between?

September 24, 2014 02:37 PM
Orymus3

I'm hoping to go for smooth transitions from level to level. Really, I think it will be more like movement from one area to the next without even noticing it (and the smoother I can make this transition, the better to support the theme!)

There won't be cutscnes:

- I don't think it would add anything that I can't currently add in the landscape (notice in the video the use of exam paper notes, etc.)

- It would take too long and would take away from player control (and I think we're already light in terms of gameplay)

It's really a strange narrative effort and I'm not sure I'll be able to pull it off, but I'll most certainly try!

September 24, 2014 03:07 PM
Thaumaturge

Very cool indeed, and it looks as though it's coming along rather nicely! (I really like the way that the car falls, dwindling towards the floor.)

September 24, 2014 03:29 PM
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