After 3 months of hard work by all of us in Project GG Studios, we are proud to present to all of you... *drumroll* ... "The Chosen Ones"!!! Come drop by at SoC 11th STePS to play our game! Meanwhile, here's our trailer~ We will be releasing the game eventually on itch.io, but since this is a starter small-scale project, this game will only accommodate 20 players at maximum (this translates to 5 game rooms of 4 players each), thus we cannot have a huge load of players playing this game at any one time. :((
If you liked this game, and if we are going to expand this game down the road, we could work towards making this support any number of players. Then again, no promises at this stage yet~
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The time is drawing nearer...
We are ready, but are you? It is now up to you. Will you take up the task? Will you challenge yourself? Will you come down to be the next Chosen One? Step on at steps.comp.nus.edu.sg and Face it at http://bit.ly/fb11steps See you there! Hard fun is designed for those gamers who just can’t seem to let losses go. Games like “Cat Mario” and “I Wanna Be The Guy” looks more of “trolling” than a game, but there are some of us who just can’t accept a beat-down from these challenges. To try and explain this behavior, let’s boil right down to the science of this.
The Science of Hard Fun These are the various theories on why some people DO love hard fun: Self-determination Theory The three domains in which humans experience universal psychological needs are:
The current levels of interactivity from games, now with games such as Stanley Parable where our choirces have consequences, and VR games, and social mediums for games such as Steam's leaderboards and MMORPG's world chats, tick the first two domains of human experience according to the self-determination theory. Sword-In-Stone Effect Everyone failed, but maybe you can succeed. I mean, who doesn't want to be the wielder of Excalibur, if it COULD BE YOURS? Constraint Satisfaction Another theory suggests that fun has got nothing to do with it. "Our brains are designed to be very complex constraint-satisfaction machines, we’re goal seeking, and having a goal means defining a constraint on an outcome. Satisfying that constraint can involve a whole path toward the goal that’s unenjoyable, like climbing a mountain to reach food or safety. Achieving the goal involves releasing the goal, which is satisfying.” - Paul Schrater I guess we’re all looking to feel the satisfaction from achieving something we’ve put much of our back into. Game Difficulty Difficulty in games can be categorized two ways, artificial, and designed. Artificial difficulty is when a game is difficult for the sake of being difficult. This sort of games end up with a lot of their players giving up, and shunning the game. Designed difficult games create a “possible to complete” experience, having a more worthwhile achievement and “bragging rights” when it comes to the completion of the game. Essentially, when it comes to hard fun, the developer should focus on designed difficulty, and this required A LOT of reviews and play-testing to find that “sweet spot”. In Short... In conclusion, the value of hard fun is heavily determined by the players themselves, like you and me. It is the pleasure of gaining mastery over the game that fuels the life of hard fun. It is not easy to find this balance, and doing post-mortems on successful hard fun games like Cuphead and Dark Souls will help in this area. With that said, be on the look-out for the release of The Chosen Ones, we’ve done our research. Short of redoing the networking engine by ourselves, we have tweaked the settings quite a bit to reduce visible latencies.
Maybe could change to a direct connection instead of ping depending on the ping of the host versus clients, such that the unity server is only used as a last resort. This will definitely reduce delay significantly. For mobile wise, the images have to be down-sampled, since the largest slowdown is the initial loading of the main menu, otherwise it is still playable now haha. Some notable stuffs that we find share-worthy during game development~ Was working on trying to make the explosion effect larger, to hilarious effects when not done properly. XD Some touch-ups on the Screaming Portrait interactable for one of our game levels. Cloud's Level, with everything in place (ignore the not-so-fanciful UI for now, we've made quite a number of revamps on it in the meantime)
This is our first post, so we'll be sharing with you some key details of our game to start the ball rolling~ The Chosen Ones "If everyone is a chosen one, then who truly is the Chosen One?" Summary This networked-multiplayer game casually plays on the trope of "the Chosen One" in a 2D-platformer-shooter theme, where players play as various "Chosen Ones" together in a game world. But there's a twist - players DON'T see each other. Various game modes presented by the game offers refreshing play experiences, where players may either compete or cooperate. Core Mechanics Players interact together in a game world, and are unable to see each other. They may instead observe various visible triggers and interactions occurring in the game world, such as another player firing a bullet or the interactions with the game's environmental factors, to gain a certain idea of where the others are at. Players can then decide what they want to do in the game with these pieces of information. With this invisibility mechanic, we intend to drive up the tension of playing with others in-game to provide a suspenseful and yet exciting experience for players. Characters We choose the following characters which we felt were the best candidates for the "Chosen One", owing to their circumstances of becoming the "Chosen Ones": 1. Harry Potter 2. Elsa 3. Cloud Strife 4. Ash Ketchum Inspirations
We took inspiration from BaraBariBall and Move Or Die for our game's style and level designs, as well as Screencheat and Invisigun Heroes for our game's mechanics. Target players Our game is a casual game and is targeted at any player, where 2~4 players can play together in the same game room. Be challenged with the idea of navigating the game where observation is key! That's a brief description of our game so far, hope to update you with glimpses of our game eventually. Stay tuned to this blog for updates, as we will be posting stuff here from time to time! GQ, signing off~ |
AuthorsAye mateys @ Project GG Studios ArchivesCategories |