Showing posts with label prototype. Show all posts
Showing posts with label prototype. Show all posts

Thursday, January 12, 2012

Two Board Games

Testing the four-player-game with two players
Lately I've been working on making a couple of board games. Well it started with one -a four-player-game but being designed for four I can only playtest when there are four people around with an hour or two to spar. Strangely enough even though I share a flat with four other people it rarely happens that they are here at the same time. So I began developing a second idea that could be playtested with only two people.

To begin with the allure of making a board game is really that it is something I can make on my own (with the brilliant input of playtesters). I find when working on digital games as you can see in the very old previous posts that I get stuck in the scripting part of the process. And then the game mechanic ideas are sidetracked by the fight with the code. Though I actually really like coding I don't seem to be good enough to work my way through to a finish prototype on my own. Board game prototyping could be the way forward. I guess you could just call paper prototyping.

Wednesday, October 27, 2010

A 2D-3D-co-op platformer

I haven't giving up on the kid game. It's just resting.

In the meantime I've dug up another project. This game idea was born at the Nordic Game Jam and executed as You say Jump? I say How High!. Is a 2D-3D-two-player-co-op platformer where the main focus in the the verbal interaction between the two players playing. Both players control the same character. None of them however have full control. One player sees the character in top view and can move the character up and down. The other player sees the platform from the side and only controls the sideways movement. As both game view are flat 2D view neither of the players have enough information available on their screen to control the character alone. THEY MUST COMMUNICATE!

 This image is suppose to explain the basic game mechanics.

For the game jam we had a crazy set up with one computer and two screens. None of us had touched Unity at that point so we went with bad old flash for developing. It turned out to no ones surprise that it was a difficult task to code what on all accounts except the visuals is a 3D game in a 2D environment. So all in all not the ideal offset for the huge commercial success we all were hoping for ;)

After playing around with iPad I realised how ideal it is for two-player games. So now I'm prototyping the game in Unity.

Wednesday, September 8, 2010

We have touch down

After a lengthy process that most fittingly can be described as black magic I now have Unity Iphone and a iphone developer licence installed on the computer. Thanks for your help Christoffer.

I did some small changes in the code and now the prototype is on the ipad. "Only" problem is code registers touches in general on the screen and the specific location of the touch as you can see in the video.


To interact by touch instead of mouse click I changed this
void OnMouseDown()
{
gameObject.tag="smile";
  SetCryTime();
}
to this
foreach (iPhoneTouch touch in iPhoneInput.touches)
{
if(touch.phase == iPhoneTouchPhase.Began)
{
gameObject.tag="smile";
SetCryTime();
}
}
and placed the code snippet inside the update function instead of outside. Next up is fixing the touch code so it only works on the object that are actually touched.

Wednesday, September 1, 2010

First prototype and first post

I started three days ago in unity on my first game. The goal is to make a game for the ipad all by myself. I've just made my first prototype.

You can find the prototype here.
You will need to install the unity plugin to play if you don't have it already.

Rules:
- keep the squares "happy"
- green squares are the "happy" ones
- red squares are "crying"
- blue squares are about to cry because a square close to them are crying.
- click on the red squares to turn them green

Right now there is no win condition only stress.