A downloadable game

How to Play:

     WASD for Movement
     Mouse to Look
     Space to Jump
     E to Eat Red Platforms
     Left-Click to Throw Balls (Walk over them to pick up)
     Thrown Balls Activate Mousetrap Switches
     The switches activate moving platforms, doors, etc.

Get to the Cheese!

_______________________________________________________________________

Post-Mortem:

What Went Well:

We were really good about teamwork, communication, and scheduling.  We were always on-track and keeping each other up-to-date on what we were doing.

We came out of this with a pretty neat game! We are proud of ourselves.

What Didn't:

The line renderer, getting persistent objects across levels to work, and issues with object overlap causing visual glitches

Changes:

Our first idea was a rhythm-based platformer game; we completely refactored it into a puzzle-platformer game.
We removed tying motion to music and made the means of progression tied to finding and aiming at mousetraps (switches) that allow access to a new area of the room.
We kept the concept of a mouse after cheese, and kept the timing/scoreboards concept.

What We Learned:

  • Importing model and animation from Maya to Unity
  • How to use the Line Renderer with Raycasting and C# File IO
  • Object persistence across scenes and levels
  • A better understanding of 3D level and puzzle design, and the difficulties of designing a difficult-but-not-impossible problem (with difficulty ramping across subsequent levels)
  • Making a game is hard but rewarding work!


Made for CPI 211 Spring 2020 Final Project at Arizona State University by:

Meghan Vaughn, Nicholas Talone, Diana (Rei) Lam, Jereming Chen, Candy Acosta

Download

Download
Team5_Final_Richochet.zip 47 MB

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