Trailer: 

Game Trailer.mp4Game Trailer (Improved).mp4

Milestones:

Milestone 0:

Presentation Slides:

Milestone 1: Formal Game Proposal

Refined Game Idea Presentation:

Formal Game Proposal:


Milestone 2: Prototype

Prototype:


Results from prototyping:

  • A Lot of effort for Level Building
  • Added Chests
  • Added option for enemies, which only hinder you (and only move in visible area)
  • Made gameplay more dynamic (Single points of action needed for another)


Timeline and Milestones:

https://docs.google.com/spreadsheets/d/1IeJRVkSE1WwY5dySntjFEPfkXUkOC-TIg0a_AkwITgo/edit?gid=0#gid=0

Milestone 3: Interim Demo


Milestone 4: Alpha Release


Milestone 5: Playtesting


Milestone 6: Final Presentation

Link to the GitLab repository:

https://gitlab.lrz.de/00000000014AB39D/gangbarrel

GangBarrel - Windows Build.zipGangBarrel - Linux Build.zipGangBarrel (v.0.1.6) - Windows Build.zip

v.0.1.6 contains the Combo (explosions can ignite fuse endpoints).

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14 Kommentare

  1. Lukas Moersler sagt:

    Favorite aspect: Level editor, especially if users get to play around with it themselves.

    Least favorite aspect: Focus on exploding barrels (and objects falling from explosions) as the solitary game mechanic

    Suggestion: Limiting yourself to the above mechanic will probably make creating interesting levels very difficult. I would suggest adding more elements with unique effects, like:
    - things that if triggered can push barrels out of position or render them non-explosive, thus breaking one of the other chains
    - fuse lines that slowly carry a spark to a barrel, adding a timing element of sorts where players have to ignite them at a certain point, or they have a limited time to use the pushing mechanic to prevent a chain reaction when a pre-lit fuse runs out
    - semi-instant fuses that can be placed by the player to link distant barrels together
    - cannons triggered by explosions or fuses, that fire at barrels → enables making longer chains without having to worry about other chains being too close, makes for more compact levels
          - maybe also special cannons that can move the player across the level if they get in before it fires

  2. Daniel Abert sagt:

    favourite aspect:

    easy to understand but challenging/fun to puzzle with.


    least favourite aspect:

    League inspired smh…

    (jk)

    It could get repetetiv or very brute-forcy without good level design. good luck!


    suggestions:

    I think i'd be cool, if you had barrels and/or barriers which you can place yourself.

    Or you even HAVE to place all, without it causing a chain reaction which blocks your path.

  3. Maximilian Amougou Mbida sagt:

    1. I like the idea of the Level editor very much because this also gives the player the possibility to create levels for others and "publish" them with friends
    2. if i solved the once i am done with the game
    3. add different things except the barrels eg. switches and sliders or things the player has to connect
  4. James Pickrell sagt:

    The game sounds fun.  The game editor sounds cool otherwise them game would be boring once it had been solved.


  5. Natalia Piotrowski sagt:

    Favorite aspect: Level editor sounds fun.

    Least favorite aspect:  At least right now, the game seems could become repetitive after a couple of levels.

    Suggestion: I think you should add some more complexity to the game mechanic. What about some barrels that have oil inside of them, that coat other barrels upon exploding with oil. These coated barrels could then have a larger range upon exploding themselves. 

  6. Haorui Tan sagt:

    Favorite aspect: The chain reaction mechanic adds a satisfying puzzle element with each explosion affecting the next in a carefully orchestrated sequence.

    Least favorite aspect: The gameplay might become repetitive if the interactions lack variety or additional mechanics.

    Suggestion:  Introducing environmental variables like wind or shifting terrain would add complexity and unpredictability.

  7. Miguel Trasobares Baselga sagt:

    Favorite aspect: Making puzzles based on explosions seems nice. Maximum destruction assured.

    Least favorite aspect: Designing the levels so that they have a good balance between difficulty and engagement could be quite challenging. In a puzzle game everything seems to delve around the level design.

    Suggestion: Other people have already suggested to include additional barrels, cannons, powder trails, ... I think that adding those elements could improve the chances to make fun levels.Maybe you could also include some kind of platforms/structures that could be moved when the barrels explode or activate some button/mechanism for more diversity in the puzzles. I leave a link we saw during brainstorm that could be interesting for puzzle design inspiration.

  8. Serhad Çalışkan sagt:

    Favorite Aspect:
    The chain reaction mechanic involving barrels exploding in sequence is a clever and satisfying puzzle element. It’s easy to understand but still offers depth in terms of strategy. The level editor is also a great feature that can keep the game engaging by letting players create and share their own levels.

    Least Favorite Aspect:
    The gameplay might feel repetitive after solving a few levels. Since the core mechanic revolves around barrel explosions, it could lack variety if there aren’t more dynamic elements added to the puzzles.

  9. Jialin Yang sagt:

    Favorite aspect: Very intuitive rules, low learning cost.

    Least favorite aspect: Only combining chained explosion of barrels may not be enough to make a really fun game. As people said above, additional elements can be introduced to improve.

    Suggestion: You need to carefully design the levels to let puzzles challenge the players but not too hard/complex.

  10. Yifei Liu sagt:

    Favorite aspect: Tests players' strategy and logical thinking, great as a casual puzzle game. 

    Suggestion: It could add a scoring mechanism that rewards players for using the fewest explosions possible.

  11. Mahdis Sabzevarzadeh sagt:

    Favorite aspect: a very nice puzzle game idea

    Least Favorie aspect: The puzzle for each level might get repetitive after a while.

    Suggestion: Maybe think of more mechanics to add to the game or how this can be avoided by creating new unique puzzles in each round

  12. Yaxuan Dai sagt:

    Favorite aspect: The level editor! I enjoyed it in the Age of Empires VI and I believe this mechanic in a puzzle game would definitely enlarge the exploration room for everyone.

    Least favorite aspect: I think there is room to use these elements in the puzzle, like the barrel, more reasonably. Maybe some scenario or background story provided could introduce the elements and their rules smoothly.

    Suggestion: I prefer puzzle games with storytelling, please do consider that giving us a chance to enjoy not only solving one and another individual puzzles but also gradually unraveling a mystery.

  13. Andrey Roytman sagt:

    Most favorite aspect: concept is flexible and can be expanded and deepened differently, e.g. depending on a setting (cartoon-like/realistic/...)

    Least favorite aspect: it may be hard to create a sequence of interesting levels with balance between difficulty and interest.

    Possible change/addition: to avoid repetitiveness it may be worth adding interactive interactive and movable elements other than explosive barrels like a cart on rails, a barrel that does not explode, but easily moved and moves other objects, or spilling powder out of one barrel by hand to reach further with one explosion.

  14. Cynthia Drews sagt:

    Most favorite aspect:
    Barrels as puzzle mechanisms are pretty fun and can be used in a variety of ways.

    Least favorite aspect:
    The level editor would need to check if the level is doable, but that could easily be implemented like in Super Mario Maker.

    Suggestions:
    1. Maybe add upgradable barrels (tower defense style) to achieve secondary objectives in the level to ensure level replayability. Or generally add objectives to get stars (Cut-the-Rope).
    2. It would be fun to have different versions. A top-down level or one inspired by Donkey Kong. This way you could take inspiration from the game Lemmings.
    3. Different barrels would be possible. Maybe TNT and one that spills gunpowder as it rolls down and leaves a trail, and then the TNT ignites the gunpowder or something.
    4. Creativity. You could make different themed levels. One where you manage to bake a pizza by bouncing different barrels into each other along the way. Or a pirate themed one where the environment shakes from left to right with every step.
    5. I like the cartoon style of Wind Waker! ;)