
Erin Hao
Description
A game in which Player has to navigate underwater grotto, the goal is to resurface before drowning as the bubbled oxygen(as time) gradually runs out. Bubbled oxygen is not only a cost for each attack (as mana), but also deducted when Player takes damage (as health) from hostile creatures. During each level, Player encounter a variety of marine creatures and other environmental features that could be helpful or hazardous, so strategic and creative decisions are encouraged in order to successfully reach the destination.
Design Process
Starting the design
The key word was 'bubble', we did some brainstorming and decided to take the "underwater air" connotation. Expanding on the subject a little, and invent a goal and motivation for the game, we decided the game about a diver trying to resurface, like how bubbles always tend to escape to the surface. And naturally, bubble becomes both the time limit (oxygen) & mana resource (for attacks).
with these said, for Visual aesthetic:
We wanted a bright and vivid style to equal out the anxiety and constant pressure in gameplay cost by both the limited time and deep oceanic environment.
Challenges
Reflect & Learn
What went right?
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Our team agreed on the topic immediately, and started working. Everyone was cooperative during the process, and any adjustments were made in time.
What went wrong?
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I think our original idea in relation to bubbles' unique property was lost during the design process. We were originally inspired by how bubbles of air compresses in deep ocean, and how it gradually blooms in size as it rises up to escape to surface (less water pressure). Although a complete game, our mechanism strayed far, leaving only the underwater setting and visual theme somewhat still reminiscent of Bubble.
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The order of and organization of scheduling, we underestimated and left too little time for level construction and tech art, so the last hours were a condensed and concentrated working period involving both the designers and the coders(we had no tech art specialist again), where a lot of preplanned had to be compromised.
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We had a hybrid team that scattered around the world, and this meant different time zones and a complexity of schedules. It was very hard to keep track of the progress at times when people's awake times don't overlap, even if everyone actively completed their tasks on time
What I learned?
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In a team game jam, a best way to ensure innovation maybe taking more time during the brainstorm stage, imagining more than one possible modes of gameplay (perhaps 2-3 due to time concerns) before coining down every details, and getting too attached to the first idea. Once again, I think we rushed to move on with the such an immediate deadline chasing after us.
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As both a designer and producer, my job is to come up with designs and make decisions, but variety and iteration are necessary in coming up with an creative idea. I should encourage more free flow of ideas and lead active discussions when the rest of my team are shy and reserved.
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Art asset making could have been sped up and done simultaneously with level design, leaving more time for actual in engine edits and later adjustments.
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an shared online tool to update for the entire team is SOO important, it is a lot more convenient than DM and updating one producer, or throwing everything in team chat. Scrolling through a shared team chat for every department is a waste of time, while having a channel for every file exchange is also insufficient. I thought setting up a shared chart for production schedule, and an organized google drive folder would be the best way.