


BeomGeun Choi - Lead Designer
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Flame Strike AI
Fire Strike AI slowly follows the player and FireStrike does not collide with the objects except the player- Camera Logic
Camera AI is based on Horizontal scrolling. Position of Camera is changed as player's x coordinate- Win & Lose Logic
The Logic, if the player goes out of playzone or collide with FireStrike, Life Count is decreased and if player arrives at the clearzone, the player satisfy the win condition and change current state to win state- Obstacle Response
The Logic, if the player collide with obstacles such as wall,spiky things, fire, the player's movement is changed- HUD & Object Design
On the Left-Top, Design of the objects' icons which can be spawned and Remaining Life Count- Level Design
Design of three levels- Fire,Trap,Dog God Design
Design of Fire,Trap,Dog God- Moving Pad AI
AI of MovingPad , which moves as the property which is previously set - Camera Logic
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Flame Strike AI
Seung Kook Jang - Tech Director
Life Mechanic
- Dog AI
- Object Spawn Mechanic
- Object Response
- The War of Gods System
- Adding Keyboard Controller
- Dog Design
- FireGod AI
- TrapGod AI
- DogGod AI

Help Me!
Project Duration : 2016.9 ~ 2016.10
Game Genre : 2D platformer adventure- Used Engine : Zero Engine
- Language : Zlich Script
- Platform : Windows
- Milestone : Prototype
High Concept
““Help me!” is a 2D Platformer Survival Game. The Player will be a god. Player must help some creatures which are in danger. Creatures have individual’s property and ability. Player can spawn some objects and use tools for helping creatures.
Summary
The player is a god who help some creatures which are in danger. Creatures have individual stories and abilities. The player should save them by spawning some objects and using some tools near the creatures.
Game Mechanics
The creature player must save moves automatically depending on levels.
The ways creature passes out are so dangerous.
The Player can spawn some objects for saving creature by using mouse controller.
Win condition is saving creature, Lose condition is dead of creature.

Development Team
Seung Guk and BeomGeun met first in a Dormitory of Keimyung University. Living together, we shared knowledge such as mathematics, programming and game idea. We realized advantages of each other. In this moment, we made a team 人 (Human). Seung Guk took mainly a role of writing code and Beom Geun took mainly a role of designing games.
Tools
Zero Engine – Main program to make our game.
Articon – A program to print some graphic material such as UI, characters.
What Went Right
1.Simplicity
Our games “Help Me!” and “Swell! Or Shrink!” are so easy to play. Win condition and lose condition are very simply. If there is no life, player will lose, if player locate their character in certain area, player will win. When we playtested our games, all players clear the games easily.
2.Efficient Time Management
We decided certain time to make our games. In this time, we focused on only making our games. In this moment, degree of progress of our games was gradually increased. Therefore, we can study other subjects.
3.Playtesting
After we made some steps, we made people in our lab play our games and we got a lot of feedbacks. This increased quality of our games
4.Sharing certain roles
We split roles to make a game by concerning individual team members’ property. For example, Seung Guk is good at writing code and Beomgeun is good at managing whole projects. So we could make quickly our games.
5.Smooth communication
As we lived in same dormitory room, we can always discuss our games except a time to make a game. Unless avoiding our games’ topic, we respect each other’s opinion.
What Went Wrong
1.Lack of level design quality
We made some levels in our games. However, the quality of levels was not so high. So we will invest more time to design levels and learn how to make a good level during playing other games.
2.Lack of Movement’s Completeness
The characters in our games moves little strangely. They hovered over ground and sometimes were caught in between some objects. To solve this problem, we need to minutely adjust some values of variables.
3.Unkind explanation of game play
We explained ways of playing our games by writing some texts on the map. However, the players did not read carefully the instructions. So we will make our future game which is continued if player realize how to play.
4.Many useless resources in project file
During making our games, we downloaded so many dates in Void which were not actually needed. In addition, lots of time was wasted because of long loading useless dates. To solve this problem, if there is something unnecessary, we will delete it immediately.
5.Unorganized names of objects and code
While we make our games, we spawned so many objects and wrote lots of scripts. But, we did not immediately organize the name of them and contents in scripts. So we had a hard time to find some bugs and fixed them. Next time, we will organize names and contents as soon as possible.
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