The morale of the crew was good this week: it rained so much we did not feel so sorry for being inside.
We decided to make a pixel art homage to the experience of being lost in Hervanta. The buildings all look the same, you drank too much, you question your sanity points and there are random malevolent pigeons here and there. Just like in real life, though, help is near in the form of a kebab restaurant. Eventually, you should manage to find a bar, where your hopefully better oriented friends await you.
The graphics are somewhere between GTA (original) and early Game Boy games like Pokemon. The music is funky. The code is… C#.
“Fedoraman”, a side scrolling action game
During the third week we decided to make a side-scroller that took a satirical approach to the current day nerd culture. The key elements in the game we wanted: a neckbearded man with a fedora, some Doritos and Mountain Dew, and an Asian-styled city landscape. We wanted to create a module-style procedurally generated infinite level for it, too. So, we made the code place new modules in front of the current prefab module. This made the game have no end by seamlessly stitching together the prefabs. As the game speeds up over time, it gets slightly harder the longer you survive.
We had a simple health mechanic where you would take damage from the enemies’ katana hits and flying Doritos, but you could replenish your health by drinking the Mountain Dew that you could pick up while running. The Mountain Dew would also work as grenades, giving you the option to either drink it or use it as a weapon, depending on the situation. The Doritos would be picked up from conveniently placed Dorito bags. Additionally, you could find and wear more fedoras. You would start with one fedora that you could use to hit enemies with, but the fedoras you picked up could be tossed. The fedoras were special as you could stack them on infinitely while Doritos and Mountain Dews would replace each other as you picked them up. The fedora hats ended up as a sort of super weapon, as they would cut through everything if thrown.
During the last day of development we had a slight mishap due to the lack of version control, and ended up lost a day’s work on scripts. That led to an inability to implement all the things we had planned, and also created some unforeseen bugs. However, in the end we got a game that worked – and was fun to play. The 7 different prefabs proved to be enough variety, so the game didn’t seem too repetitive. For a 4-day game we had accomplished what we wanted.
SKIP THE LEG DAY
This week we decided to do an endless runner with a twist of humour. Skip The Leg Day is a game about a body builder who’s on his way to gym. Unfortunately he hasn’t worked out with his legs much so they’re kinda thin. This makes the walking unstable and really hard. What’s even worse, he has to walk downhill.
Skip The Leg Day was our first 2D game during 5D5. We had some good ideas how the game works but nobody really knew how it was going to look at first. Only the character was something that everyone had a clear vision of. That’s why it was done already on Tuesday. No animations were needed for the character’s movement was done in Unity. We imported all the separate limbs and face and put them together using joints.
We ended up making really bright background in blue and magenta colours and created all the assets based on that. Because of the simplified graphics and environment we didn’t have to do many assets. That’s why artists worked mainly on the colours and typography while programmers worked on the mechanics, tiling ground, characters joints etc.
The game was finished on time and it ended up being really hooking too! Sounds created by Lassi Kähärä worked greatly and the overall mood was successful.
Week three. Game three. Source tree. Coffee. We at team Pikseli have this wish list that we made on day one: every member out of four got to choose something they’d like to do. For week three, we had “horizontal platformer with a bird”. Naturally, this developed into a game about a penguin travelling through ice platforms and teleports to collect parts for a rocket ship. Which, in the end, takes our penguin hero to the moon. The benefit of this game was that it enabled us to use things we already figured out: menus we did on week one, platforms on week two. So this shortened midsummer week was less demanding in that sense. This turned out to be a good thing since one of us got ill and we only had three people working full time. All in all the game turned out all right, with cool animations and a complete level. The penguin builds the rocket by collecting several items, and a score is calculated based on speed and the number of items. Next week, something completely different.
Platformer time! Team Pikseli decided to make a game about a cat jumping on leaves. Indefinitely. Poor cat. At least there is a high score for consolation. And a rock organ solo. Handmade graphics and original music were added, just like last week. Team members were asked to make their best cat noises, which was fun, but a sampled and pitch-bent version by our sound designer was eventually used. Animation with sprites caused erratic behavior and was sadly not fixed by Friday, but perhaps it can be made to work for next week’s game. Overall, we were happy to make an enjoyable, playable game with a complete functioning menu, high score system, and beautiful graphics and music.
LOVER – it’s okay
In the brainstorming we had during the first week we got some great ideas for the upcoming weeks. This week we decided to work on our “kissing simulator” which sounded both fun and challenging. We named our game LOVER – it’s okay.
The “plot” is that you play a male character who tries to kiss another male character in the romantic harbour. The hook is the difficult mouse aiming. When the timer in the game finishes you get a title based on your points.
The division of the work was pretty much the same as during the first week.
We barely made it within the schedule but the game itself proved out to be lots of fun and entertainment. Moverover, it was damn hard. We think that there’s a lot of potential in LOVER – it’s okay and it would definitely be brilliant if we decided to polish it and add more content in the future.
During the first week of 5D5 we worked on a game called ”2 Damn High”. For our first project, we wanted to develop something relatively easy and simple. This was so we could get used to working with each other, and see the limitations of our team or rather what we are capable of.
2 Damn High is a simple platformer with a little twist. We wanted to make the game a bit different from traditional platformers where you just collect coins in the level and avoid enemies, and this resulted in us coming up with a “fuel” mechanic.
How this works is, every time the player jumps he consumes some of this said fuel, limiting the amount of jumps he can make during the level. More of this fuel can then be found along the level, and the player’s goal is to gather it in order to reach the end of the level.
The development went quite smoothly apart from some issues with file management and merging the projects. We learned that unified file structures are very important while merging the project and hopefully next time it will be less of a hassle.
Tic Tac Toe
On the first week we decided to start with something simple – Tic Tac Toe. Or so we thought. While the code team fought to implement functional version control, the graphics team worked double time and finished their work early. The code team worked triple time, and… then worked some more. Moral of the story: Do not make Tic Tac Toe on your first week of 5D5. The game had several themes, initially, complete with final graphics, but for simplicity they were reduced to one set of game elements and several backgrounds. An AI was discussed, but not implemented. Sounds were made on a whim by a graphics team member. It was decided that this was a beneficial arrangement that could continue for the later weeks. Eventually the game was finished with turn-based gameplay and a single set of game elements, a switchable background image, sound on/off (including music) and hand-drawn graphics by Viivi Koponen.
Our team consists of three artists and two coders. Only two artists had acquaintance with each other otherwise we aren’t really familiar with others. However, during the first week we learned to know one another and what each one is capable of.
Nevertheless that, our team’s coders were not familiar with the Unity, we managed to finish a game in five days. It certainly brought along some difficulties when you do not have any kind of subversioning to make the same project. However all’s well that ends well.
Our first game was 2.5D fighting game Sunset Rumble. Even if it was a simple game, our artists did fantastic job and the game looked very good! Of course, coders learned so many new things about the Unity which is necessary for the future and that’s why we all took this course, to learn.
And the most important thing was that we did not have any quarrels about making the game, so everyone was happy after all.
Here are some pictures of the game: