Problems encountered and Self Analysis

One of the main problems we encountered was with our background walls coming into the foreground where the player is. This stopped the player from walking properly through the level, instead of being able to walk in a straight line the player would have to move up or down to get around these invisible walls.

The amount of damage the player took from enemy attacks was difficult to make work properly. Instead of taking a single bar of health damage from an attack the player was taking three or four times the amount of damage. This was a problem which took some time to fix but eventually this was fixed to make the player take the correct damage.

A problem that we encountered with the space level was trying to make the objects that you need to avoid through the level spawn at the bottom of the screen and move upwards towards the player at the top of the screen, without the player also moving upwards instead of staying at the same height. This was slightly time consuming but was patched fairly easily.

Self Analysis : The art style we chose was consistent and maintained throughout each of the levels. There could have been more detail put into the level designs but the character models were well created and true to the style of the game. There should have been more effort put into the sound of the game. The game mechanics could also have done with some improving and refining. The game controls were simple and easy to learn. The player speed also could be refined to make it easier to move around the levels as well as editing the collisions slightly to make them more defined and easily noticed.

Carnival Level

The Carnival is run by a zombie clown named “Rosco” who asks you to collect balloons from within the level to progress through the game.

– Rosco the Zombie Clown:

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We only made slight changes since the Carnival level was first made. We changed the style of the entrance into the level to better suit the art style.

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Final Two Months

The majority of the last two months have been spent mainly on the fine tuning of the game with a small amount of new content being added.

One of the significant changes that was made was the change in a particular level, “the space level”. The original idea for the level was to be racing through space,from the top to the bottom of screen, having to collect items to pass the level all the while avoiding space rocks and any other objects that would be hurtling through space. The objects you have to avoid were often moving too fast for them to be successfully dodged.
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We changed your orientation when playing the level so instead of being in the center of the screen avoiding objects as they travel upwards towards you, instead you are now at the top of the screen giving you much more space to be able to dodge all obstacles in the level as they come towards the top of the screen.

There were several small bugs that had to be fixed within the game. The first was that the main character was often being blocked in different places by invisible walls in different levels. There were also problems when throwing bottles. Only one direction would work at a time and we had to change the coding to allow the player to actually shoot both left and right.

There were things in the art style of the game that we also changed. We wanted the characters and tile sets to be done in the same kind of art style instead of everything being done by different people and looking completely different in style.

-Hobo:

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-Rat:

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game concept

HIGH CONCEPT STATEMENT

 

Hobo Chronicles

Main Features of your game

Overview

  • You play as a survivor in a post apocalyptic world following the mayan apocalypse. (twist= there is no apocalypse you’re just delusional drunk?)

  • Character is an alcoholic? Character is a recovering alcoholic who has relapsed since the meteor? There is no zombies! but there is rumours. People will attack you (thinking you are a zombie) Depending how Drunk/sober you are

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  • Searches for bottles of drink to fill thirst meter. (Drink is his form of escape)

  • When you sober up, character realizes what has happened and head explodes?

  • Magic bottle of tequila (it makes me happy)

  • Talking tequila worm (friedrich) narrating?

  • Has doctor dolittle drunken animal talking abilities?

  • Has pan helmet.

  • Foods like peanuts, chips and chicken hut gravy, stalls sober meter?

  • Game plays out like a crazy epic adventure, horses, battles, talking worms….When really you are just drunk riding broomsticks, shooting finger guns and talking to worms like a lunatic.

  • Health bar which depletes when enemies attack you.

Story ideas –

Genre – Survival (Not Zombie Game)

 

Licence  -He doesn’t have one he’s a drunk.He’s just waiting for a mate.

 

Target customer  – Survival Enthusiasts.

 

Competition – Resident Evil, Slender, Don’t Starve.

 

Unique selling point -hillarious…

 

Platform hardware – Browser/pc.

 

Design goals -3-1.

  • Further Details

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