Prop Clash

Team Members

Denitsa Asova

Janna Elghabaty

Omar Khaled

Bassant Elnaggar


Trailer

Trailer.mp4

Final Game Version

Compiled version of the game can be found under: https://denito10.itch.io/prop-clash

Schedule

Milestone 1: Game Idea (09.11.)

Game Proposal DocumentSlides

Milestone 2: Prototype (23.11.)

Prototype DocumentSlides

Milestone 3: Interim Demo (14.12.)

Interim Demo Document

Slides




Milestone 4: Alpha Release (11.01.)

Alpha Release Document

Slides



Milestone 5: Playtesting (25.01.)


Playtesting Document

Slides



Milestone 6: Final Release (08.02.)

Final Release Document

Slides




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12 Kommentare

  1. Unbekannter Benutzer (ga48lep) sagt:

    Pro: I love your art! You barely started and I'm already impressed :D
    Con: You should take a look at the game "Witch It". It's just too similar. Even has the magic theme too.
    Suggestion: Change the gameplay loop for the prop or the player a little bit from the traditional prop hunt, to have some interesting new concept.

  2. Achim Bunke sagt:

    Pro: I really like this kind of art style and find it fitting for prop hunt.

    Con: in prop hunt games the winning strategy is often just to find the smallest object and hide in a position thats the least reachable for searchers which kinda ingores the 'creative' way to hide.

    Suggestion: Make sure to prevent extremly small props or unreachable places for searchers (E.g. under immovable sofa if searcher cannot crouch)

  3. Unbekannter Benutzer (ge79vih) sagt:

    Pro: I like the concept, a game where I could play with a friend in a level and then the next level could be the same but a different experience. With a great but simple concept you can always add more features like modes(even with small changes) and assets(different props) over it to make it even more interesting.

    Con/Concern: Balancing would be a major part, just to give the hunter enough time but also make it harder for him to spot the player prop.

    Suggestion: The example you gave of one of the games, where the ghosts (props) would attack the hunters after a timer ends, I like that concept of hurting the hunter if they dont play well. Maybe a suggestion would be for the hunter to get his health or some sort of in game ability to deteriorate if they shoot a prop which is not the player(opposition).

  4. Kim Simon sagt:

    I love your voxel art style and I'm really curious how you manage the topic! :D

    I'm really worried about your multiplayer aspect, especially if you're using unity. From what I've heard so far, this has always been a big problem. Good luck!

    My idea for your game would be that you don't randomly generate levels. I think that could cause to much confusion, but you should definitely randomize the placement of the objects.

  5. Tatev Tsokolakyan sagt:

    Pro: Your voxel art is awesome! And I liked the scanner gun idea.
    Con: Gameplay as a hunter can get too difficult.
    Suggestion: I think to increase chances for hunters you can add audio/noise coming from the direction of the props you changed their form or position, making it more challenging for the props to sneak.

  6. Fabian Nadegger sagt:

    Pro: Prop Hunt games ofter already play with duplication in a sense of copying once but i like the idea of moving one step further and allowing the props to further spawn duplications of themself

    Con: The challange I guess will be to balance the gameplay as hunters have to get punished for wrong guesses somehow but it can get hard if the props have to much freedom

    Suggenstion: You mentioned to allow props to spawn other objects as themselves, i think this would motivate props to play too passive as they dont have to switch around to duplicate various objects to hide their spot everen more. I think the game should motivate or even force the props to stay active. Maybe the duplications they spawn are not perfect replicas or despawn ofter a while so they can only fool the hunters for a certain amount of time.
    I think it could also be interesting if the level at the start is not yet inhabited by a lot of objects so the props have to design the level themselves sort of.

  7. Erinç Argimak sagt:

    > What is your favorite aspect of the proposed game? Why?

    Prop mechanics sound like they rely on Working memory and attention – guessing the differences a person would not notice. That sounds fun.


    > What is your least favorite aspect? Why?

    The simplicity of voxel assets might make differences more obvious, or objects more memorizable.


    > Which single change or addition would you suggest to most improve the game?

    If cloning would produce slightly different props, I guess it could create interesting results...

  8. Clemens Fromm sagt:

    Pro: I like the idea of having a lot of widly different themes for each of the levels/modes to keep players on their toes and make each round a bit more unique

    Con: I wouldn't necessary call this my least favorite aspect but balancing definitely needs to be addressed a lot. Especially concerning the abilities and tools for each side. You wouldn't want the hunters to just be able to shoot everything they see with no penalty but you also don't want the props to just fill up the entire room with duplicates.

    Suggestion: Perhaps introducing cooldowns or rechargable abilities based on what you do could help with balancing so that neither team can just spam everything they have. 

  9. Klejdi Sinollari sagt:

    The voxel art style looks awesome. Although I have played different prop hunt games/mods, I would also play this one because of the unique visuals.

    The gameplay loop doesn't seem very engaging. The player will just keep scanning objects one after the other until he finds the player that is hiding. The player that is hiding will just sit still all game long.

    I think some sort of time limit would be beneficial to the game dynamic. Maybe make the duplicate model decay with time, so the more time it passes the more it looks different from the object it copied. This will encourage the prop to try to move and duplicate another object.

  10. Mingyang Li sagt:

    Pro: I can imagine how chaotic(positive, the disorderly scene brings more happiness if it is a multiplayer game) the scene is when it becomes a multiplayer game.
    Con: However, implementing a multiplayer game might be a big challenge, but if it is a 1-1 hide-and-seek game, the scene may seem cold and may not bring much happiness.
    Suggestion: As you said during the presentation, compared with the network multiplayer, local multiplayer games with a split screen might be a good choice. I am not familiar with this technology, but I guess local multiplayer games can reduce synchronization problems but focus on different cameras.

  11. Zixiang Wang sagt:

    Pro: I love the voxel model created by yourselves. if you have such an artist in yout team, the developers won't worry about the asset problem and all kinds of idea about the element in the game scene could be realized.

    Cons: The game idea is much similar with "witch it". Or tbh, that game has more mode or features than yours while almost all the features in your game can be found in Witch it.

    Suggestion: Try to design something different with those game already published. Get inspiration from them and come up with your own great ideas. (Zwinkern) fighting!

  12. Anil Celik Maral sagt:

    Pro: I like the fact that it is a multiplayer game. I believe this increases the replayability of the game overall.

    Con: Unless the game is played via a LAN connection, issues such as lag might be detrimental to the gameplay unless those aspects are optimized.

    Suggestion: If possible, focus on using a LAN or similar connection while developing your game and then implement fully online aspects once you find the best servers for those etc.