- Gameplay Design
- Technical Design
- Sound Design
- Unreal Engine 4
- 3 Game Designers
- 4 3D Artists
- 2 Weeks
Boop is a local multiplayer party game where players use impulses to push each other to the traps located on a level. The main challenge is that the controls only allow players to jump, roll and hook to anything in order to throw themselves through the level
- Grabbing hook, jumping, rolling
- Impulse that pushes other players
- Level traps: electrified platforms, press and heater
Fight other players and be the last robot standing
Jump around the level and attack yourself with a grappling hook
Levels are filled with dangerous traps and hazards
- Designing and scripting level hazards
- Environment scripting
- Assets implementation
- Made all scripts for sound system
- Created character and environment sounds
- Wrote music
The character has the ability to create impulse around itself to push other players and disable their grappling hook. The cooldown is about 2 seconds to prevent players from overusing this mechanic and exclude chaos from the gameplay.
The original design was that the grappling hook could only connect to surfaces, but the gameplay became slow and the controls were difficult to learn. Therefore, we decided to switch the ground connection to the air one.
That is an example of a level hazard that I’ve made for this project. The idea was to drop a player down if he/she stays still. Also, it has an eclectic bottom, so it turns into a dangerous platform after spinning.
I’ve created a simple spawn system for that game. Аfter death, the character is removed, and instead, another character spawns at a predetermined point. The only problem we had with this system was that the controls would be lost if there was a delay after respawning. But, after we tested it without a delay, it turned out that the game increased in pacing and became more fun.
We had multiple ideas about the initial level design. At first, we wanted to create four biomes with different hazards, or one rotating level with changing environment. After realizing that these ideas are over-scoped we came to the conclusion that we should focus on one level and fully test it out.
We used stickers to keep track of our tasks. Also, every morning we discussed our progress and planned the day, so every team member knew what to do and what is going on.
We had playtest sessions at the end of every week to identify our problems and get feedback from industry people. The main problem was the controls that weren’t responsive and hard to learn. By the end of the project, we managed to make smooth movements and responsive controls, so the jury enjoyed our game.