Swell! or Shrink!





  • BeomGeun Choi - Lead Designer

    • Main game design
      Design of Main Game Idea
    • Camera Logic
      Position of Camera is changed as player's x,y coordinate.
    • Win & Lose Logic
    • The Logic, if the player goes out of playzone or , exceed certain size , Life Count is decreased and if player arrives at the clearzone, the player satisfy the win condition and change current state to win state
    • Breakable Wall
    • The Wall can be broken if ball collide with the wall. Wall can be adjusted it's solidity as the property
    • HUD & UI Design
    • On the right-top,Hud indicates remaining life count,time and size of the ball
    • Level Design
    • All level design except the hardcore level
    • Sounds
    • Manage all sound in the game

  • SeungKook Jang - Tech Director

    • Core Mechanics

    • Ball Design
    • Pad,Pivot
    • HardCore Level Design


Swell! or Shrink!


  • Project Duration : 2016.10 ~ 2016.12
    Game Genre : 2D platformer puzzle

  • Used Engine : Zero Engine
  • Language : Zlich Script
  • Platform : Windows
  • Milestone : Prototype


  • High Concept

    • Swell! or Shrink!” is a 2D platformer puzzle game. The player controls the ball which can be swollen or shrunk. To pass the forest and gain a gold, the size of ball must be controlled properly.

  • Summary

    • The Player controls a ball which can change its size by interacting some objects. The ball can move horizontally by pressing arrow keys and also jump by pressing SpaceBar. The win condition is to gain all gold and reach certain area. To get a win, the Player should adjust size of the ball. Because there are many interactive objects. For example, one button which is only pushed when the ball has enough weight.

  • Game Mechanics

    • A ball is swollen or shrunk when the ball is on the certain blocks. The Player should choose whether making a ball swollen or shrunk to overcome hinders such as breakable wall, narrow holes.

    • Win condition is to gain all golds and reach certain area.

    • Lose condition is death of ball.

  • Characters

    • A ball changes its size and color according to player’s playing. There are many interactive objects. For example, one button which is only pushed when the ball has enough weight.




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 (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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