Ricochet
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!
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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
Status | Released |
Author | Meghan |
Genre | Puzzle |
Tags | 3D Platformer, Puzzle-Platformer |
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