Posted November 06, 2021 by vijayreddy
Development process:
We began the development with the idea of being able to use four elemental power:, air, water, fire, and earth, to pass the obstacle. Next, we thought of ways to implement these powers integrating tools and concepts we learned in our game engineering course (such as instantiating, raycasting, using colliders and triggers). As we were thinking about the powers, we came up with certain obstacles that the player had to interact with, such as enemies, ice walls, metal grids, earth platforms. We ended up implementing ice walls and earth platforms.
We started developing abilities with the fire power. The first idea that came to mind was shooting projectiles to melt ice walls. Some other concepts were damaging enemies, and interacting with water to create steam clouds to fly/glide. As for earth, we were inspired by Avatar Aang and implemented direct interaction with the level setup for the player - moving certain platforms. We also considered interacting with earth to create damaging lava puddles. For air, we wanted to provide mobility. We were thinking about flying or gliding, but ended up implementing a simpler version - air jumping. For water we were considering seeping through platforms, gaining stealth, or moving faster. However, we faced communication and collaboration issues that barred us from implementing many concepts, such as enemies or the water powers.
We wanted to give controller support and use as many mechanics as we had access to, so there is functionality for keyboard direction and space bar, as well as clicking forward or back to help you advance through the level. We initially wanted each power to have a distinct hotkey, but conceived some ambitious plans for many more powers and combining elements, so it seemed to make more sense to use one button to cycle through powers and another to trigger the ability.
At first we thought of this game as an fast-paced adventure platformer, where you run forward and through your powers left and right, but after some playtesting we decided that due to the pace and the feel of the movement in the game, it would more sense to lean towards a puzzle-game approach. To achieve this, we limited the power gain of the player by implementing charges for the elemental abilities, and shrines to replenish those charges.
Shrines:
Elements:
Backgrounds:
Player States:
Sounds credit:
https://mixkit.co/free-sound-effects
https://elements.envato.com/sound-effects
Summary of play tests:
Playtest Results Week 1:
Playtest Results Week 2:
Playtest Results Week 3:
Link to presentation:
https://docs.google.com/presentation/d/1Hzf7PreLcoL_1knYcAlaWG3NvxGWwLKf-7HFjsG6...