Across the Universe
This is the first time I mainly coded and let's put it like that... It was a journey with ups and downs. :D I had my first moments of happiness and it kinda made me fall in love with coding.
Many of the design ideas are just concepts and are not included in the level.
GAME DESIGN
Player Guidance
We wanted to provide a tutorial level without it feeling like a tutorial, making the guidance as immersive as possible.
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Audio guidance with board computer
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The board computer, K.I.L.E.S., assists the player throughout the game by providing acoustic explanations of functions.
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These explanations are woven into the story, meaning you receive a scanner from K.I.L.E.S. and can use it to scan objects, followed by explanations related to each respective object.
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He also warns you if something new or interesting happens.
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Btw I´m K.I.L.E.S. voice.
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Hover texts
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To provide visual feedback as well, when you hover over interactive objects, a text will appear, indicating how you can interact with the object, e.g., "Pull/Push."
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Additionally, objects are given a colorful outline to enhance visibility (concept only).
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environmental barriers
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We didn't want to use invisible walls, so we've obstructed paths with logical objects that can be cleared as the player gains new abilities during the game.
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Moreover, the player isn't confined to a strictly linear path and can explore areas that may not be relevant just yet.
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Air Gun
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Different Gun modes
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The weapon has different modes, but for the intro level, only Blow and Suck were included, and you can also test the shockwave.
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Push/Pull
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With this, you can move various objects towards or away from you. You can also suck up things and then use them as projectiles by blowing them away abruptly.
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Hot/Cold
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These functions are particularly useful for puzzles on our water, ice, and lava planet.
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For example, water can be turned into steam. Lava can cool down to become stone, providing new bridges. The same applies, of course, to water, which turns into ice with the help of cold air.
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Shockwave
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With the shockwave, you can damage enemies, but it can also boost you upwards or destroy objects that cannot be moved duo its size or weight.
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PROGRAMMING
Audiomanager + Synchro System
To ensure that all sound effects are played at the right points, I created an audio manager with public methods that can be called at the appropriate moments. Additionally, I developed a synchronization system where the respective matching soundtracks are attached and triggered at the appropriate objects.
Mission
Missions are triggered after the synchronization is completed and are displayed in the UI until they are fulfilled. Once a task is completed, a new synchronization sequence from K.I.L.E.S. provides the player with a new objective
Air Gun Modes
For the weapon, I incorporated the Push, Pull, and Shockwave modes. For destructible objects, I simply added a health bar to them and used ray casts for damage detection. In the case of Push and Pull, movable objects are manipulated using force. This allows you, for example, to blow boxes around and destroy heavy, old crates. Up in the hobby room, you can even try your luck with a basketball hoop.
OVERVIEW
With this game our main focus was creating a beautiful world where the player has to solve riddles, explore the world and conquer challenges with his air gun.
You have to help a stranded spaceship named K.I.L.E.S finding its way home and within this journey you will land on several planets with various populations and vegetation.
Our demo plays in the introduction level where you will get familiar with an AI-controlled spaceship that is despered to get back to the Earth. But K.I.L.E.S is quite damaged and can't make this trip alone and asks for your help.
Genre: RPG Adventure
target audience: casual player, explorer, achiever
Platform: PC
Team size: 9
Duration: 4 months
Roles: game design, programming, team management
School project