Team members: Efe Berke Erkeskin, Nikolaos Christodoulou

Milestone 0: Brainstorming

Milestone 1: Formal Game Proposal


 

Milestone 2: Prototyping


Milestone 3: Interim Report






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18 Kommentare

  1. Baran Gürsoy sagt:

    1. Favorite aspect:
    I really liked the genre choice and the inspirations they took from games like SIFU and TMNT. The overall theme and story idea are fun and creative, especially the part about traveling back to defeat professors. It’s definitely a unique and entertaining setup.

    2. Least favorite aspect:
    I’m not completely sure how the SIFU-like gameplay will fit with the story they have. Also, as I mentioned after the presentation, having adaptive music, hand-drawn assets, and full gameplay implementation might be too much at once. The scope feels a bit hard for our time frame.

    3. Suggested improvement:
    I’d recommend choosing either the adaptive music or the hand-drawn assets as the main focus for tech innovation. Also, since they already plan to use a SIFU-like system where you get stronger as you age, they might not need an extra skill tree. Those upgrades could just be part of the aging mechanic to keep things simpler and easier to balance.


    Overall nice concept and looking forward to play your end product, good job!!!

  2. Alexandra Colf sagt:

    +I like the cartoon artstyle idea, I think if you stick with it the game could turn out really well.

    -I am not quite sure how the game loop is going to work. Every time you die you have to upgrade things and you keep the upgrades? Are you only going to be able to upgrade things in the death screen? And are you going to make the fights intentionally harder in order for the playtime to be longer? (I have never played SIFU)

    1 change: I would focus on getting the fight mechanics just right for this game as I think it is going to be the most important to find a way to make them fun for the players. Balancing all the fights is going to be very important as well.

  3. Bilgehan Savgu sagt:

    I like it because I believe it is the most creatively ambitious project among us.
    However it seems to me that making custom art + adaptive / dynamic music + skill tree may a bit too much to focus.
    I would suggest having the skill tree as a 'nice to have' and focus on music + custom art first.
    Highly suggest this talk → Developing Hi-Fi RUSH

  4. Daniel Abert sagt:

    +: the different layers of time corresponding to the layers of music

    -: I'm not experienced in the handdrawn art style, but it sounds time expensive.

    1 NOT change: the name. it's perfect.

    1 change: Maybe you can keep the hand drawn style but save time somewhere within it. (intentional few animation frames) but it still has to feel good fighting. for the background maybe real pictures of tum with a filter applied.

  5. Aleksandar Arnaudov sagt:

    I was unable to attend the presentations, so these opinions are based solely on the slides. Please excuse me if something I wrote is wrong or misunderstood:


    1. I love the art style you have chosen, im looking forward to seeing what the final product will look like.


    2. I definitely think the scope is too much, especially if it's only two people who will be working on the project. 


    3. Too many things to be don,e and what will likely happen is that you dont finish all of them the best you can. I would focus on the art style and the TUM aspect, which might be fun to incorporate typical situations students have gone through at TUM.

  6. Louis Sajuk sagt:

    +I love the idea of using TUM as the setting for the game, it can be very entertaining to recognize certain parts of the environment or people while studying at TUM.

    -The Rogue Lite element seems not needed for this game. You could enable abilities, skills, techniques or weapons from inside each level while still giving the opportunity of choice. This way you don't need to die or complete a level for progress making your game more interesting directly from the start.

    I would also add a rumble feature when playing on a controller, I think that makes fighting games more enjoyable in general.

  7. Muhammed Bayram sagt:

    Favorite Aspect

    I think having adaptive music in the game is great.

    Least favorite aspect

    If the player keeps getting upgrades after dying while the boss stays the same, it might reduce the player’s enjoyment.

    Suggested improvement

    The project might be challenging for two people, so I think focusing on the fight mechanics could be your priority, since that’s the most important part for the players.

  8. Luka Demetrashvili sagt:

    + Great genre, can be very entertaining and i like the focus on music

    - it can be hard to come up with interesting upgrades other than basic stat bonuses. maybe level design could be boring if its just simple lecture halls?

    1 change: maybe focus on a cool boss fight at the end? similar to hades. Like instead of making an infinite dungeon, just make a cool boss and maybe you have to beat it x amount of times to finish the game. Id keep permanent upgrades to minimum and make player choose things from the skill tree during the level.

  9. Christian Barbu sagt:

    1. What is your favorite aspect of the proposed game?Defeating tutors and professors sounds like a funny idea.
    2. What is your least favorite aspect?Perma death loop does not really incorporate the idea of recursion or time travel.
    3.  Which single change or addition would you suggest to most improve the game?As mentioned by other already: Set your clear focus, like fight mechanics or visuals and try to make that great first, before diving into other areas. An additional thought is for you having some simple conversation before each fight in which you incorporate the time travel idea.


  10. Anian Kalb sagt:

    • I haven't seen any beat em up games in my university courses so I like the genre
    • With beat em up games it is important that the fighting system doesn't feel buggy or clunky and that the visuals fit the hit-/hurtboxes therefore i would focus on a few fighting moves and do those well
  11. Julie Vondráčková sagt:

    I find the idea really really good! The concept seems super cool and although Im not a fan of the genre, I would like to experience this game.
    + I really like the game concept. Unsual setting is also a bonus and I can feel the game will be made with a lot of heart poured into it.
    - I kinda feel like the assest wouldn't be managable in this limited time slot for making the game. Custom sounds and animations sound super hard. I would choose either art or either music to really focus on. 
    Overall, the game is gonna be a banger!

  12. Katharina Benke sagt:

    I really enjoy the idea behind this game, especially the TUM story focus. I haven't played Sifu, so the aging mechanic sounds really interesting as well!

    However, having both custom art and music sounds way outside the scope of this course, especially for only two? people.

    Since you mentioned in your slides that the adaptive music would be one of the highlights, I would focus on that and use pre-made assets and only add custom art if you really have the time for that. 

    I don't know how much experience you have with adaptive music, but I've heard that fmod can be integrated very well into Unity and works really well for adaptive music in games.

  13. Miguel Trasobares Baselga sagt:

    The idea seems nice and the cartoon style would be awesome to see. However I am with other comments that maybe having the art and music (synchronization) at a point where they add the personality you are looking for seems ambitious. I would also try to accomplish one of the two, and I would also leave the 3D assets to the premade domain (unless that is your main motivation and expertise). I think for such a game, having polished controls/combos can make a big difference between a clunky experience and a fluent one, so I would put my focus in that, while leaving the art part to a second level of importance.

  14. Davide Mongera sagt:

    I'm not super sold on how the "aging" mechanic from sifu, especially in the original form that goes all the way to old age", the rogue like upgrades and skill trees as described seem like plenty of meta progression already, when the narrative framing is going through semesters.

    The idea of adding penalties for faliure or recontextualizations of the mechanics would be really cool but the current fraing creates a clash in the themes.

  15. Jasmina Vulović sagt:

    Favorite aspect:
    I love the overall idea — it is hilarious and super creative. 

    Least favorite aspect:
    Like others said, the scope feels quite big for a two-person team. Having custom art, adaptive music, and a full combat system all at once sounds really stressful to pull off within the semester.

    Suggested improvement:
    I’d focus on making the combat super satisfying first — clean animations, good feedback, and maybe just a few cool bosses. If you nail that, the rest (art and music) will just enhance an already great experience.

  16. Mahdis Sabzevarzadeh sagt:

    Favorite aspect: I really like the idea, I think it is very funny, and many of us students can relate to it. And I think the choice of art style, cartoon, matches perfectly

    Least favorite aspect: Since you are two people, it is hard to focus on art and adaptive music, and a good combat system

    Suggested improvement: Maybe you can prioritize  what mechanics are important for you to have, like if you say adaptive music and a good combat system, then you can save time for the visual by finding a good asset set online that matches your idea

  17. Lukas Maximilian Jonsson sagt:

    Favorite aspect:
    The idea is great! Besides the other genres presented this is one that stands out.

    Least favorite aspect:
    It seems like the scope is a too big for 2 people. Especially the artistic side of the whole game.

    Suggested improvement:
    Combat is the most important thing here. So make it feel natural and fluent!

  18. Horvath Arpad sagt:

    Positives:
    I really like the adaptive music aspect. Implemented well, I feel like it can really immerse you into the game and work well together with sound effects. And it fits well into a beat 'em up-style game. If you feel confident in the music-making aspect, I would focus on this stand-alone feature. The story in TUM is also a nice touch.

    Negatives:
    A hand-drawn art style is very time-consuming, especially with 2 people. The skill upgrade system is in danger of just being a stat boost with little gameplay changes if there's no time to develop mechanics for it, and thus doesn't seem that impactful.

    Suggestions:
    I don’t think you’ll be able to do both hand-drawn and music, and the gameplay elements like a skill system on top. Choose one. Focus on one. Also, use themed abilities like profs throwing equations at you and countering them with a calculator that you picked up earlier.