/Rao-Li

For Mobile Game Development Class

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Doki☆Doki Slimes in Shroomland

For Mobile Game Development Class

Game Design

Objective

A string of bubbles snake down the screen in a fixed pattern. The objective is to clear the bubbles in the string, until the entire string is cleared.(Zuma clone)

Above design abandoned because physics and curve action is too hard to implement. Bezier actions??? Trying to push objects along a curve at constant speed?? Insane!

No physics game idea:
Love Sim + Match 3 P&D style
You are a slime
You have another slime
The other slime is angry with you
Play match-3 (Puzzle Dragon style?) to make it happier
Affection gauge = score
Food gauge too low = death

Gameplay Mechanics

Match 3 tiles in a 6x6 grid by sliding a finger. You can rack up combos by drawing lines, Puzzle & Dragon style.

Sliding movement consumes food gauge. If it hits 0, game over.

Block of 3 or more clear and have an effect based on "level"

Level Design

Each "level" is a different pair of (gender neutral) slimes. Each pair has different effects in diff orbs, e.g. otaku slime like the sword/cosplay orbs, heal slime like the heal orbs (metal slimes eat sword)

Example levels (different moe pairings)
blue slime and green slime (the most generic)
water slime and fire slime 自古红蓝
heal slime and metal slime 温暖治愈+三无
tsundere slime and megane slime

Technical

Scenes

  • Main Menu (needs continue button to avoid level select when possible)
  • Level Select
  • Level
  • Gameplay

Controls/Input

  • 6x6 grid that fill the bottom part of the screen
  • Slide finger to move a single orb around.
    • upon collision with another o rb, the blob will swap places with the another orb
    • Movement action does not end until finger leave the screen, so long combos are possible.
    • Orb clearing and collapse is only done after finger leave screen

Classes/CCBs

  • Scenes
    • Main Menu
    • Level Select
    • Level/Grid
    • Gameplay
  • Nodes/Sprites
    • Entity (abstract superclass)
      • Orb
    • WorldObject (abstract superclass)
      • SlimeA
      • SlimeB
      • HealthBar
      • AffectionBar
      • IAP items

Credits

Features List

  • Achievements e.g. go to movies 10 times -> 100 times
  • Episode changes based on behavior, clear different blocks means different behavior, bad ending may occur
  • Scenarios and Days - Day end when life ends

MVP Milestones

Week 1 (3/17 - 3/23/2015) Found more assets

  • Planned task:
    • Secure basic art assets
    • Scoring code and panel
  • Completed task:
    • Found some audio to use and figured out how to insert and change audio

Week 2 (3/24 - 3/30/2015) - finishing a better playable build

  • Planned task
    • Get an expression pack
    • Get some slime animations that are editable (color swap?)
    • Put the slime in
  • Completed task:
    • Fixed a bug with orb swapping visuals
    • Found expression (text)
    • Found slime graphics (with animation from etolier)

Week 3 (3/31 - 4/6/2014)

  • Planned
    • Implement scoring
    • Score multipliers
    • Add in the slime graphic
    • special object to restore life
  • Completed
    • Scoring and multiplier implemented (no popup labels)
    • Slime spritesheet added to game project
    • Heal and scoreup/scoredown also implemented
    • Replaced icons

Week 4 (4/7 - 4/13/2014) - finishing core gameplay

  • Planned
    • add score (and multiplier) popup animation
    • Add slime animation (eternal loop)
    • add expression change as response to score change
    • Make poster + pitch
  • Completed
    • Slime animation added
    • Make poster/pitch

Week 5 (4/14 - 4/20/2014)

  • Planned
    • Fix collision detection bug
    • Add score (and multiplier) popup animation
    • Add expression change as response to score change
    • Add affection bar/time bar
  • Completed
    • Fixed main game and bugs
    • Added expression change and score/multiplier popup

Week 6 (4/21 - 4/27/2014) - finishing the polish

  • Fix affection/time bars

  • Add "advanced orb matching tutorial"

  • Credits/Achievements screen*

  • Make Plot unlock screen (2nd loop)

  • Fix polish animations

  • Completed

    • Implemented time/affection bars
    • Wrote plot and basic plot screen
    • Bug: Sometimes, the rightmost 2 horizontal orbs will match just by themselves when there's a high combo
    • Persisted scores
    • Small additional animations

Week 7 (4/28 - 5/2/2014) - finishing the polish

  • Feedback: add more small animations in addition to emoji change
    • Great heart up = popup heart
    • Small heart up = music note
    • Neutral = Slimes spin...?
    • Recover energy = eat heart candy
    • Small heart down = cross vein marks
    • Great heart down = heart break
  • Get play testing feedback and change stuff
  • Prepare pitch