During the final section of the course, I chose to do an internship at Raketspel, a mobile-based games company here in Sweden. Whilst there I was placed within a group of interns and given our own project. The theme was already decided as a carnival based multi-player mini-game collection, but within those boundaries we were allowed a lot of freedom to come up with what we want, prototype and present/pitch them during meetings. We did this all within Unity and scripting in C#. I also did voice acting as the feedback character for the game.
Presented here are the prototypes that I worked on, and the more complete “beta” form of each mini-game, along with a description of what I did on this, and any reiterations. They are by-no-means representative of the final product, and could be changed or even removed.
The most obvious of carnival games is the BB gun shooting gallery, so I suggested it and prototyped this below. The premise was simple, ducks scroll along in three rows, the player would tap the target and the gun would fire a ball towards where the player tapped, if the timing was right, it would hit one of the infinite number of scrolling ducks. To keep it interesting, and so that the player wouldn’t just aim in one particular place, I added a scoring system that when you hit any duck, it would “evolve” into a different duck worth more points, that would revert after a certain amount of time. Thus making you want to aim for the higher scoring ducks when they appear. With all games I also like the random factor, and so I added that a ringmaster would appear every now and again to give the player the opportunity for additional scoring.
Obviously visual improvements. The main mechanic stays the same, but I added scenic destruction to the game. I replaced the ringmaster with other different types of targets such as a flying duck and jumping fish. The number of ducks is now limited, but reset when they’ve all been shot, forcing the player to aim at other objects when waiting for ducks to appear. I also added more movement to the scenery to make it less static. After that I chose and added sound.
Hook A Duck
I came up with the concept of a fishing mini game where you would place a magnet over a duck and yank it out of the water. Each duck was worth a random amount of points (5,10, or 20.) so that player would not only have to be quick in retrieving as many ducks as possible, but also lucky as to how much each individual duck was worth. I presented the prototype shown using touch controls to move the rod around.
Obviously, wanting to distance from the other duck-based game, I changed this into more of an actual fishing game and replaced them with toy-sharks. The game mechanic was changed and I made the sharks different colors, offering the player a point bonus if they collected all Sharks of the same color. Feedback was an issue in the original version too, so by changing to Sharks, allowed me to add animations and make the shark reach out of the water, gaping it’s jaws when the magnet is near – thus allowing the player an indication of when they should yank it out of the water. I added various particle effects for water elements, but ended up actually animating a splash model for a better effect at lower cost. Visually, I chose to pull back the viewing angle as well as change the rod angle to give the player a clearer view of the whole area, rather than just what was in front of them. As usual, I finished off by adding audio feedback.
I came up with the concept of a plate spinning game. The player would try to keep a number of plates spinning by swiping across it – the more upright the plates were, the more points the player would earn. Originally the idea would be that only one plate was on screen at once, and by swiping the bottom of the screen, the player could swap between plates. Indicators at the side of the screen would show which direction plates that were in danger would be.
Deciding that having the player swipe to change plate as well as spin the plate was a little awkward, I changed the layout of the game. Now the game-character would be balancing all the plates and they’d be visible at the same time. When the player wishes to spin a plate, they simple begin by holding their finger over which plate they wish to spin and the camera would zoom in to focus on that plate. They simply swipe without removing their finger and the plate will correct itself. Letting go would return the view back to the initial position. This made the game a lot more visually active too.
I came up with the concept of having to clean the lions teeth, with it wanting to bite you if you took too long. Whereas the other games were all 3D, It was decided that this game should keep a 2D aesthetic, to keep it visually clean. This built one of the rules of the games overall aesthetic that all people and animals in the game would be presented as 2D characters, whereas locations and objects would be presented as 3D models. Tweaking animations and affecting an objects scale allowed me to play with depth more, so that the game didn’t appear too flat still.
I decided that we needed more logic based mini-games and thus came up with the concept of the ring-leader trying to warm up the audience before a show. Speech bubbles would circle above the characters head and provide a number of positive and negative words. If the player chose a positive one, they would score points and all the words would change. If they chose a negative one, the audience would get angry/upset and throw fruit at him. I then added the challenge that each positive word chosen though, would reduce the number of positive words available.
I was given the duties of taking over this mini-game after it had already completed the prototype stage. This was mainly to replace the current firing system with the one I made for the shooting gallery game. I then added additional feedback in the form of a trail left by the spinning knife, the flashing lights around the target, and “pain” animations for when the ring-master is hit. I added a scoring system that would reward the player for hitting closer to the ringmaster, but this was removed as it seemed a little confusing. Instead I made the balloons re-inflate after a set amount of time.
Another mini-game that I took over after it had already completed its prototype stage. This was mostly complete and I was asked to replace the balloons with the 3D ones from Knife Throwing. I decided that, despite the rule, the 2D balloons looked better. In the end, I felt it was necessary to increase player feedback by making the font light up, as well as adding moving lights around the sides.