SUNDOWN
Sundown Trailer
Follow the Journey of 2 brothers as they try to find each other amidst a series of deadly traps in a simulation.
DESIGN PROCESS
Inspiration and References
We wanted to simplify the number of systems we had and find a way to create a grid-based puzzle game that would be challenging for the player and incorporate an engaging storyline between the 2 main characters in the game.
Puzzle
Solving
Discovery
Achivement
Design Pillars
The Main design pillar that the game would have is puzzle solving as that would be the way that the player achieves the player fantasy of accomplishment. By having the design pillar of discovery, we can draw the player deeper into the game by introducing new mechanics for the players to learn and master.
Player Fantasy
The player fantasy encapsulates what is fun for the player. In our case, it would be the sense of Achievement where the players feel accomplished and proud of the puzzles they solve. Achieved through several levels, Solving the puzzle to get the hidden collectables, solving puzzles to advance in the level progression and finally finding their missing sibling.
Storyboarding
Being inspired by Arcane because it was a series that was airing during that point in time, we tried to recreate the story. We then used the template of the Hero's journey and tried to create a character Arc for the Older brother Tom (To learn to forgive his younger brother) and the younger brother John (To learn to be competent)
Mechanics Exploration
We then tried to explore the possible mechanics to be played within the game with the guidance of our lecturer, Jonathan. We discussed the progression within each step of the game and how we can differentiate the 2 rats from each other.
For example, the grey rat can grow in size to move objects around while the brown rat would be have the ability to leave a shadow of itself
3D Modelling
Based on the Mechanics that we had, we listed the number of assets we might need for the game, such as the floor tiles, the end tiles, the enemies, the players, the doors etc. I then used substance to texture the 3D assets
Level Design
Using the game engine created by the tech team, we then tried to recreate the game within the game engine based on the grid-level design that we came up with
Prototyping
We programmed several mechanics into the game such as the switch mechanisms, the movement of the enemy robots and the behaviour of the puzzle pieces.
Playtesting
We then play-tested the game with various individuals and improved the game based on the feedback that we received.
We used Google Forms to gauge the effectiveness of the controls and the possible improvements for the gameplay while taking note of the player's behaviours and pain points when playing the game.
Polish
Finally before the finishing the game, we added some finishing touches such as adding emitting materials for some objects to attract the player's attention, particle effects to increase player engagement when they win the game