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Mobile Game Dev - 04

  • zm02stor
  • Oct 17, 2022
  • 3 min read

Updated: Dec 26, 2022

Week of: 17/10

There was some confusion with mechanics of level 3 and 4 since they were lumped together. for this reason we has split them up so level 4 is now a minigame.


We confirmed the levels which would need to be done (Prototype 1 will only have levels 1 & 2)

Level1: Items spawn randomly from the chutes and fall down. The player must swipe on the screen left and right to catch the items in the correct order. Order lists are showcased on the screen, the player cannot package the next order until the first one is done (prioritisation of orders). Once the number of items per order has been caught the box asset will be replaced with a closed and sealed box and fall down the screen. A new open box will then be replaced, and the process repeats until all orders have been packaged.


Level2: Parcels will be coming in front of the chute on the left hand side of the screen. Players must tap and hold onto items and drag them from the conveyor belt and into the sorting bins - matching their corresponding colour. Any missed parcels or parcels placed into the wrong bin will result in a deduction of a life. The goal is to sort as many parcels as possible before the time limit is up.


Level3: The player will control the truck using gyro mechanics (rotation of the phone left and right) to steer it away from any obstacles. Obstacles in this level will be road closure signs and potholes. If the truck hits any obstacle the player will lose a life. In order to complete the level, the player must prevent the truck colliding with 3 obstacles until the time limit is up.


Level4: Players will knock on doors to deliver a parcel, there is a chance that the npc wll not answer the door in which case the player will have to sign on a clipboard. The paper on t he clipboard will draw a line following the players finger's path. There is no loosing if the NPC does not answer the door.


It was suggested as a mechanic to implement after the primary mechanics were finished to sabotage deliveries from other services. Such as picking them up and shaking them to break the contents for bonus points.







Our primary artist informed me that she'd prefer doing 2D assets over 3D since modelling would take longer and would be basic compared to 2D drawings. Since our game was not too dependent on a specific view we changed from 3D to 2D design.


I also continued writing up our Design document primarily the level descriptions, game aim, description and one line, mechanics, part of the gameplay and rewards - I also designed some basic overview's of the level:








The star system:

1 star: Finish the level

2 stars: Keep all three lives

3 stars: finish with x amount of time left



We also finalised the questionnaire to be distributed once the prototype is complete:


1. Were there any bugs in your gameplay experience? (if so please state what actions you were doing and what happened)


2. Is the gameplay challenging enough?

[] I found it challenging

[] Wasn't challenging enough

[]Perfectly balanced


3. Is there anything you dislike about the game?


4. What do you think of the score system?

[] Doesn't make much sense, I didn't understand how it works

[] I like it

[] It's okay

5. Would you replay a level if you got a low score? (If not, why)

[] Yes

[] No _________


6. Did you find the controls easy to use?

[] Easy to understand

[] Too confusing


7. On a scale of 1-10 rate the difficulty


8. What would you add or remove from the game:


9. Is there enough time for you to complete the level?

[] No there was not enough time

[] Yes, but just about

[] Yes, there was too much time left over


10. How was the speed for the objects coming out of the chutes for Level 1 and Level 2?

[] Both levels were too fast, couldn't catch and sort parcels in time

[] Level 1 was too fast, Level 2 was fine

[] Level 1 was fine, Level 2 was too fast


I had also worked on the code for the timer:




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