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Photo Blog: 2 Days Down, 2 To Go!
Day 50: Exhibitions, Playtesting and Mechanics of the Gameplay Kind.
Hello! Team Unorthobox here!
This is it! The final week of Dare To Be Digital! With how astronomically busy we’ve been the blog post took to the sidelines for, quite some time, admittedly. But with some spare time leading into the final deadline, here we are!
Since our last post, some major changes have been made. We were debating the inclusion of a second game mode based on a mechanic we loosely discussed prior to the competition, and judging by the recent trailer, the path we chose was clear. In short, the initial co-op mode tested a players’ patience. Their objective was unknown, and an early gameplay playtest left them wanting. The test build they were playing was pulling the wrong strings. Not to be discouraged, we pressed on with a greater focus on the other game mode we were slowly implementing, branching into competitive play.
How then does “AllY” come into this? Sticking with the co-op theme, the new game mode involves the dynamic switching of teams. While before the object thrown by players would injure enemies, they now stun players, leaving them vulnerable for colour-coded team switching action. The past few weeks have for the most part been spent discussing how to incentivise wanting to help another player once they’d been switched to their team. Through the addition of a scoring system, we believe we may have it nailed. And the best thing about the new mode? It was fun! In week 5 we had a major playtesting session lasting an entire day with kids from a local primary school and they had an absolute blast playing AllY!
With that, we have something playable for Protoplay! We’ve seen the tent in the main square built, all that’s left is for us to run in tomorrow, kit out our booth and await the Dundee public the following day!
Here’s to a wonderful (and hectic) week ahead!
Thank you for reading,
Unorthobox.
Follow us on Twitter for frequent updates in the week during Protoplay!
Twitter: @TeamUnorthobox
Facebook: facebook.com/TeamUnorthobox
It's been a hectic few weeks here at Unorthobox. Iterations and large scale changes to find just the right play experience have kept us too busy to update regularly but fear not! AllY's first trailer is online, showcasing our redirected focus on a dynamic alliance changing mechanic. The player objective is to switch other people to the same colour team as yourself. Players you convert become allies whose victories become your victories - team mates never stay the same and opportunistic player's can steal a rival team's most pivotal player. AllY will arrive at Protoplay bringing its unique brand of chaotic fun. It's a blast to play!
Roughing out enemy animation
Day 20: Iterations, Belated Blog Posts and "Wow That Was Quick."
Hello! Team Unorthobox here!
Well, this is awkward. The initial devblog post titled, "Day 1ish" gave the idea our blogposts would be daily, if not at least weekly. What gives? Blog posts normally take some time to type up, stack on top of that proof reading our terrible sense of humour and that time skyrockets. Last Monday (23rd) saw a major change in the design of AllY, based for the majority on the playtesting the weekend before. An educated decision was made, and with these new changes (more on this later) we believe AllY has changed for the better. The themes of cooperation are still heavily present absolutely, we wouldn't still be calling it AllY if that were the case, but the systems we were previously avoiding which we believed placed self-preservation ahead of group or a single item's are now standing centre stage, and for good reason.
The playtesting session previously mentioned brought to light a few issues with the initial design. As you may or may not know in our 4 player game players throw one object amongst themselves to suit an underlying end goal. The first problem; the player holding onto the star obtained some form of "buff". It was made clear by the testers they didn't want to be the little guy, they wanted to be the player with the "higher state of being" in the game state. So trying to be the one player of a higher contrasting tier of being not only encouraged selfish tactics by the player holding the object, but the obtaining of the object stole the other player's focus over any objective presented.
The second problem; "what do we do?" While the one player holding the object had the task of survival, the others had to gather. A "fuel" system introduced early in the design several months ago gave the players something to do in the game space while at the same time neatly tying together an overall objective we could implement. The problem was, we felt it wasn't enough. It created a fetch exercise we were questioning whether or not players would enjoy at all, and while enemies filling the space posed a threat forcing the players to understand the space and navigate around said threat, giving the one player holding onto the object the only form of attack while leaving the others “weak” was a contrived method of keeping gameplay interesting.
With that, this leaves the big question; where are we now?
The game is currently moving into the newest iteration with leaps in progress being made daily. While we’re confident we can still create an enjoyable well-polished piece by the end, the current test build doesn’t fully hold together the new systems in place as we’re just catching up with more recent changes made earlier this week. In another blog post we’ll go into depth what these changes were and how they contribute to AllY in a positive way enabling us to further steer AllY in the right direction. We’ve been hard at work these past 2 weeks pushing our initial expectations of what we want this game to encompass, which conveniently also plays into our excuse for why a blog post wasn’t made any sooner.
Thank you for reading! Quite a lengthy post I know, but thank you for sticking with it to the end!
Have a lovely Sunday evening,
Team Unorthobox.
Follow us on Twitter for frequent updates!
@TeamUnorthobox
Facebook: facebook.com/teamunorthobox
Here's another one from our talented musician Jim!
Need something to listen to? Why not try some of AllY's soundtrack?
Player feedback has been great, especially when those players happen to be game designers themselves. Here are some rough enemies designed for the next iteration, can't wait to see some of these guys in the game!
What happens when you need to test Unity's particle emission system and don't have a dedicated asset for it yet...
Unorthobox's musician Jim Havard enjoying the view of sunny Dundee
Hello!
Here's a short rundown of one of our character animation loops for AllY!
Day 1(ish): Kittens, Robots and Sweet Sweet Music
Hello, Team Unorthobox here!
Settling in last Saturday after our long trek cross country, discussion revolved around the excitement for the coming weeks developing AllY, followed by who should buy the dish soap and "how does the shower work?" In our limited time before the preparation phase over the weekend we wandered around Dundee to take in the sights and smells. Evening arrived on the second night and a small meet-and-greet event took place in the student housing where we all had the chance to chat with the other teams in person for the first time!
An induction session took place in the morning followed by a photoshoot and a word or two from Sony representative Luke Savage and previous Dare winner, Sophia George. We were presented our office space for the duration of our stay soon after in the university where we began set up for the following day.
Which brings us to today! The day I can comfortably say was our most productive over the course of the competition so far! Hold back the party poppers it's not that exciting I know, but today marks the day of our leap into full production of AllY, and so far the results have been nothing but glowing. We have an impressive early build with basic controls and the beginnings of a throwing mechanic, level design and environment art are coming together in a separate test build, line art has been created of all our characters in preparation for animation tomorrow, and the music, don't even get me started on the music.
All in all, we've already enjoyed our time in Dundee and can't wait for the coming weeks.
Thank you for reading!
Team Unorthobox.
Twitter: @TeamUnorthobox
Facebook: facebook.com/teamunorthobox
Good evening all! Here is just some of the development of one of AllY's playable characters. Stay tuned for more!
Hello! We're Team Unorthobox, a team of 5 students entering this year's Dare To Be Digital 2014 in the University of Abertay! We'll be travelling to Scotland on the 14th of June to begin the development of AllY, a 2D local multiplayer action game for up to 4 players, focusing on aspects of co-operation, kinship and camaraderie.
Over the course of the competition we'll be frequently updating this Tumblr blog and Twitter with updates on the game's progress through the 8 week period. Be sure to follow, as we'll also be discussing the game's creation and the design choices we make along the way.
Above is a short animation test by our animator, Adam Curtis. There'll be plenty more like this soon!