Team Members

  • Andrea Solanas de Vicente
  • Ankur Deria
  • Michael Dey
  • Bendegúz Timár

Trailer

https://drive.google.com/file/d/1gKrzm3HbZ0FYx-qs_NCB_LaFiXsPHQfo/view?usp=share_link

Final game version

https://drive.google.com/drive/folders/1iI2ETX_KmIBXQNHyVOveUvUAeKSMDh7T

Design voting (over)

If you can help us decide the designs for the different items in the game we would really appreciate it. We created a form that takes 1 or 2 mins. Thank you!

https://forms.gle/WjPtt3L4mcDP6Ljf8

Full documentation

Milestone 1: Game Idea Pitch (08.05)

Milestone 2: Interim Demo (28.05)

     PRESENTATION VIDEO WITH GAMEPLAY 

Milestone 3: Alpha release (19.06)

Milestone 4: Play testing (02.07.)

Milestone 5: Final release (16.07.)



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7 Kommentare

  1. Matija Jajčinović sagt:

    1.  The combination of the coaster's unpredictable path (procedural) and pushing seems like a good basis for entertaining gameplay. The Artstyle fits the proposed idea
    2. a) If the opposing team is killed, you can collect the candy without anyone stopping you => frustration for the other team
      b) E.g. Smash Bros use quite complicated attack combos => difficult to master and 
      competitive value. Does it get boring with only one binary punch/pressure? 
      c) Is there a punch direction? only right left punch in a crazy vertical environment seems a bit restrictive
    3. a) Keep the spawning interval quite short to avoid bigotry and frustration from the other team.    b) Maybe add a combo-like behavior where the hitting strength is modulated by the drop speed (e.g. relative speed between players on collisions). Also, what Prof. Westermann mentioned; a way to block the opponent's punch (perhaps by reducing the opponent's punching power by also punching at a certain interval) should be part of the gameplay to avoid being chain punched       c) Adding a joystick for the direction of the hit.
    1. Andrea Solanas de Vincente sagt:

      1. Thank you for your feedback. Did you vote on the artstyle?
      2. The following is our thought process.
        1. This is part of the concept. There are two punishments for falling off: 1. Lose your candy 2. Wait for respawn. This guarantees that pushing someone off is never worthless. We might weaken it down to respawn at any base, but this has not been decided yet.
        2. The fighting system is the least of our worries. We’ll implement and refine it. Whenever one of us wants to do something extra, they can implement another attack. (it will also depend on the time we have). The power of the punch will get influenced by the player’s position and the state of the roller coaster. 
        3. For now, it's only left and right punch relative to the roller coaster’s orientation and punch while jumping. We might implement diagonal punches as part of our high target.
      3. We have thought about these ideas:
        1. We will keep this in mind. To determine the best interval, we will test several intervals. The spawning approach may be changed if the mechanic hinders smooth gameplay. 
        2. We are thinking of making a way that two players who punch at the same time will be pushed away from each other. Also, the player will be moved back when getting punched away from the other player. We will play around and see what is best. To avoid getting chain punched, there will be a time interval before you can punch again and there will be a flinching action after getting punched. It's just like in common fighting games.
        3. Good idea. 
      4. You just inspired us to allow combo attacks between team players.
  2. Erick Lorenzen Meneses sagt:

    1. I like the procedural generation aspect of the game. For a party game like this making every round unpredictable and unique is a big plus. Adding many different possible segments for the track should make for some interesting rounds.
    2. I am a bit concerned about the respawning mechanic. Depending on how long the game takes to get to the bases, it could lead to situations where there is a lot of player downtime. In order to keep the players engaged throughout the round I would consider allowing some other way to respawn that allows players to keep playing longer.
    3. I would suggest adding different characters that each behave somewhat differently, to add more variation. They need not be completely different characters, maybe the players can choose their playstyles the same way they choose other cosmetics. For example, you can have a character that moves faster or is “floatier” or hits harder or has some other passives.
    1. Andrea Solanas de Vincente sagt:

      1. Thank you! We appreciate the feedback. 
      2. As we mentioned in another comment, we might weaken it down to respawn at any base, but this has not been decided yet. But that is something we have thought of, thank you!
        Another idea is that each dead player (automatically or by button press) speeds up the roller coaster. This way it stays a challenge, after defeating the enemy team.
      3. Nice extra. 
  3. Lorenzo Russo da Costa Auer sagt:

    1. I like you're core idea of brawling on a roller coaster. The fighting combied with the movement reminds me of really fun maps in super smash. Maybe you can get some inspiration from them, but I'm sure you will since you came up with that idea. 
    2. For now I am misisng a long term goal that keeps you motivated past a few games. It looks like a really cool party game, but depending on the fighting mechanics it could become dull. 
    3. One idea would be to combine the bases to have one base for both parties. It would make it easier in the heat of the battle and maybe add some spice to it if you have to fight for the base. Furthermore I would try to use the smash respawn where you float above the arena. and can jump in. Could be more fun than waiting for the coaster.
    1. Andrea Solanas de Vincente sagt:

      1. Yes! One of our main inspirations was smash brothers!
      2. Yes, you are right. It is a party game. The fighting mechanics are a work in progress. The only goal of this game is to win. The main motivation to play this game would be to beat up your friends and throw them off a roller coaster.
      3. We are so proud of the idea of having alternating bases. It’s at the center of our design. We are looking forward to playing with the “Attack” and “Defend” phases that arise from this (a-)symmetric game style. Fighting for the base is an interesting idea. At the moment, the bases are safe zones. It acts like a finish line so enemies would have to stop the player from getting on the base..The revival mechanic is also a work in progress.
  4. Anil Celik Maral sagt:

    1. I like that the main goal is not to just fight others but to collect as many candies as possible.
    2. If the track is not visible and it could be frustrating for players to fall due to, for example, an unseen loop. Even than, there could issues if they have no way to counter such movements.
    3. I would love to see an NPC who randomly appears and tries to steal the candies from the players. So, players then would have to stop fighting for a while to defeat it. It could lead to interesting scenarios if, say, one player refuses to cooperate and try to utilize the chaos.