First of all, I want to thank everyone for the provided feedback. We appreciate that!
It was an awesome jam and we had a lot of fun. So I decided to tell you our story.

A story of HourGlass Collector

HourGlass Collector

Team

  • Skorpyo. Team Lead, Programmer, Project Manager.
  • Fourcy. Game Designer, Level Designer, Artist.
  • Xcentric Noizz. Composer.

Theme

    “One Room”. This theme was unexpected. But it turned to be a very interesting one. It wasn’t a hard one for us. The idea immediately popped up in my head. Our game designer polished it and we started our project.

Game Design

    Fourcy started to make game design. First thing he made was a list of game elements. They were used as game objects. With this list I could make a set of placeholders to test mechanics, controls and other stuff. I started coding while Fourcy was working further on game design.

elements

     Next step – game mechanics. Our game has a lot of different game mechanics. Fourcy came up with around 15 of them. Not all of them made it to the end. Some were changed, rebalanced or trashed. I will not show you the full list cause this will ruin your game experience =) At this point Fourcy started to work on art.

Art

    All sprites were made by Fourcy. He used Sai as graphics editor.

char animation standingarch door spawnerspikesbutton map

 Level Design

    Fourcy spent a lot of time polishing this “level”. It had to contain lots of “game layers”. This was the result of “brainstorming”.

leveldis

    There are 3 spawn points on the map. A button works as a trigger and spawns hourglasses. Active spawn changes in a clockwise direction. (This is a hint for one of the levels)

Coding

    This game was made in Unity3D (C#). After recieving list of game elements I started to work. I made a list of placeholders and started to implement base logic. Here we began to move and jump. What a platformer without jumping?

     Spikes added (yellow box). First real danger. By “danger” I mean DANGER. See these corpses?

    Working with placeholders saved a lot of time. I’d made almost every game mechanic before we had sprites ready. But with sprites it looks better.

Music

    Our game is almost ready. We need one more thing – a good soundtrack. This is where our composer starts to shine. Provided with gameplay and pictures he made an OST that changed the game. It was no longer a boring platformer but a funny game that attracts you from the start and keeps you till the end. If you like the OST and want to listen more, search for Xcentric Noizz.

Testing

    We asked everyone we could to try our game. We knew it was hard so we made the game a lot easier. We can’t make it even easier because it will become boring. We did our best to balance the difficulty curve. But there’s always room to improve. And thank you for the feedback and gameplay videos. This helped us to find the problem.

Thanks for reading!

Click here to play HourGlass Collector

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