Final Week: Lone Warrior, Official Unity 2D Game Prototype (Assignment 15)
Lone Warrior: A 2d platformer in which the environment of levels change based on what the player does throughout the game.
Outline/basic rules of the game: The player, who is a lone warrior, has to traverse through 2 levels. They have a weapon with them at all times and decides what actions they will take upon having it. The start of the game tells the player that âto be a warrior, you must kill enemies and save peopleâ. However the dairy next to the instructions give a slight hint to the player that they can do whatever they want since they are a lone warrior. With this advise taken, players will then go through first level and do what they feel is âwarriorâ like. Players could go traditional and kill all enemies in their way and save people. Or players could avoid everything they see and just try to reach the end of the level. Or players could kill everything they see including the people they are suppose to save. Depending on the players action are as a warrior, it will determine what their next level will look like. The next level is determined through 2 scores, one that represents the number of enemies the player has killed. And two, the number of people the player has âsavedâ. Based on these two scores, if a player does their usual good deeds for example, they will go on to level 2 as if nothing happened to the environment. But make bad choices and the level will have a darker tone and the game will become harder. In the end, the main selling point of my prototype is to have a 2d platforming game where choices matter and determines the players level and ending.Â
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Things in my prototype that needs fixing:Â
- Based on my personal and the peoples playtest of the game, the jumping is quite hard to nail. Players fall and lose in a certain part in level 1 very often, Fix the jumping height mechanic
- The attack hitbox is delayed and very weird. There are times when the player attacks and the enemy is killed but the sword animation does a delay reaction. Fix the attack animation and hitbox.
- The instructions in the âcontrol pageâ. Players read the instructions and believed that they were required to kill enemies and saved people. Indeed my intention was for the players to believe that is how the game is suppose to be played but the long diary hints that you donât have to follow what it means to be a âwarriorâ and can do what the player feels since they are a lone warrior. That message was not clear enough to many players and I need to fix it.Â
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Things in my prototype I would add, edit, and improve to the game:Â Â
- Based on the amount of feedback, there should be an âinteractionâ button when saving people. The collision idea made it hard for players to see if they killed or saved the people, so it would be better if there was a button instead.
- Adding on to the last suggestion, there should be an interaction button for enemies as well. Players get the choice of killing or not killing the enemy.Â
- Add more personal text to the screen when saving and killing people to make the game feel more personal and interactive.Â
- More levels, I ran out time to add a 3rd official bad and good level and only have 3 (level 1, level 2 good, and level 2 bad).Â
Here is a sharable link to my game citation page:Â https://docs.google.com/document/d/1CMIRq_G--bXGefPiAh29GPF8Xf1Fiz76ondBYbArzYs/edit?usp=sharingÂ