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Mobile Game Dev 02

  • zm02stor
  • Oct 9, 2022
  • 3 min read

Updated: Dec 26, 2022

Week of: 3/10


The delivery game idea is inspired by a minigame level in New Super Mario Bros Ds:

New Super Mario Bros. (2006) - Bomb Om Minigame


As our game only had one confirmed level and so we decided to conduct some research for more features we could implement. The bomb om minigame in New Super Mario Bros. is an endless game which ends once the player sorts the wrong coloured bomb into the area.


We decided to have a 3D game for perspective and since it is what our team is most comfortable, for a 3D view we also thought about having one camera viewing the level from one angle straight on (an orthographic view) to combine a flat 2D component with 3D assets for a nice clean look.


This week I also needed to finalise and confirm mechanics since having a single endless game for a mobile game would not be very scalable. I suggested having levels to show the journey of packaging an order>sorting>delivery and then sending them out.


Initial Rough Sketches:


Initial Level 1 Concept

A randomised list of orders appear on t he top of the screen. The player needs to collect the correct items into the box by dragging the box side to side across the screen. Once the correct items are in the box it is automatically sealed and the player has a new parcel to package.


Initial Level 2 Concept

A series of boxes come through a chute. The player will need to drag and drop as many parcels as possible into their correct sorting bins within the time limit. If the player incorrectly drops a wrong box in they lose time. Unlike the inspiration for this level, we decided against having a "death" or game over if the player sorts it incorrectly as it could lead to player frustration which is why we will be adopting the timer reduction instead.


I also started planning ahead keeping deadlines and everyone's goals in mind using a word document with tasks following a traffic light system to keep track of everyone's progress. In addition to this I also set up a trello board for each individual to see what needs to be done alongside the timescale.


Since this project has a time limit we will be using the AGILE methodology. With a testing period every month before the deadline 12th December.


We also discussed the controls the player will use - touch, hold drag and potentially some gyro mechanics too.


As well as a potential story behind the game:

The game is set inside the packaging facility of the worlds second best delivery company. Work hard to beat your competitors and rise to the top. Send the parcel with the wrong contents and you’ll lose your bonus.


Team Roles:

I will be planning the project, writing up the GDD and modelling the 3D assets as the artist of the group.

-GDD Game loops, mechanics, story/theme description, character description[Gina]

- Programmer [Joe]

- Level designer [Dabrina]

- Sound designer [Dabrina]

- UI designer [Dabrina]


Screenshot of tasks to complete by the end of the week: [With letters being initials of team members and E standing for everyone]


A star system was proposed to keep players engaged alonside a score to show them how well they did.


Our UI and level designer did some sketches of potential mechanics to be used for a delivery level:


[Images below were done by Dabrina]




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