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Two cavemen decide to catch bird the only way possible: Grab a net, jump off a cliff and stretch the net between you while you glide towards mother earth.

While falling, they have to manage stalking birds, stay in the air (with patented stone age physics), all while not losing their prey from the net. After returning to earth, they upgrade their clan with the only known resources: birds, more birds, bigger birds. All of this is presented in an abstract cave painting style.


"Caviators" is a 2D singleplayer arcade game about controlling two gliding characters, catching birds and upgrading to catch even more birds.

Download

Caviators.zip

Trailer

Chapter 1: Game Proposal



Chapter 2: Physical Prototype


Chapter 3: Interim Report


Chapter 4: Alpha Release

Chapter 5: Playtesting

Chapter 6: Final Release

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21 Kommentare

  1. Net physics + wind simulation ideas sound very interesting, if you can get this right it should be very cool to play around with. 

    One basic property I am missing: what kind of perspective are the players in? If glider control isn't very flexible due to lack of engines, how will you provide a good feeling of control to the player? Like, how do you avoid them feeling like they're just fumbling around with the net a bit?



    1. What is your favorite aspect of the proposed game? Why?

    Physics-based gameplay. If it doesn't spazz out, I love it. Plus the style is rare in games. If coupled with some light humor, it could be a hilarious game.

    2. What is your least favorite aspect? Why?

    Ironically, the physics-based gameplay. It's easy to screw that up, and if it feels too shallow or unfairly balanced, could break the game.

    3. Which single change or addition would you suggest to most improve the game?

    Judging from the slide sketches, colors. While the cave painting style is more realistic with rather desaturated and mostly reddish colors, a more colorful image might be more enjoyable.

    1. What is your favorite aspect of the proposed game? Why?
      I'm rather partial toward the humour you are going for.
      Also, I think the idea of using a cave-painting style will make this game very unique, at least visually (and I'm always a fan of non-realistic art styles).
      Lastly I also think it's rather cool that you did not go for a multiplayer coop game but found a way to incorporate the theme into an actual mechanic.

    2. What is your least favorite aspect? Why?
      I'm a bit skeptical about the birds that fall out if the angle is too steep, since this might feel very restricting while flying.
      (I know, it is supposed to be a restriction, but one primary point of your game should be to make the flying itself feel as good as possible.)
      Also, no MantaFlow. But I'm sure you're not actually considering it.

    3. Which single change or addition would you suggest to most improve the game?
      I still think there should be obstacles related to the landscape. Of course the camera must be far enough out so that the player can anticipate and avoid them, but I'm sure you could find a balance there.
  2. 1. What is your favorite aspect of the proposed game? Why?

    In my opinion, the "cave wall shader" could be a very cool feature if done well.
    Also the critiques on the last slide.

    2. What is your least favorite aspect? Why?

    I think I could get really difficult to find the exact balance of the controls. If I understood correctly the should not be too accurate and still not too bad.

    3. Which single change or addition would you suggest to most improve the game?

    General game information like the hight, how far the player has already glided etc. would possibly be a good and important addition.

  3. What is your favorite aspect of the proposed game? Why?

    I like the idea on playing a game on a cave wall.


    What is your least favorite aspect? Why?

    I could not quite grasp how you actual control two characters at once. What happens if one character initiates a nose-dive while the glides ?


    Which single change or addition would you suggest to most improve the game?

    I suggest splitting the characters onto two players that play on a shared screen.

  4. I like your game idea. In fact, your game seems to be ideally suited for mobile devices. Controlling the direction and net status could for example be controlled with a single finger.

    As I understand it, the plan is to have both cave men be controlled independently of each other. I can't think of a situation where they really need to perform different actions. It might be easier to have them always do the same thing.

    The cave shader definitely is an interesting idea which has to be tested. The use of color will be crucial to set characters like cavemen and birds apart from the environment.

    I am not convinced that an upgrade system will enrich the gameplay. I suggest you also search for other ways to make the game more diverse, e.g. difficult maneuvering passages.

  5. 1. What is your favorite aspect of the proposed game? Why?

    Your idea for the setting is great, very original. Combined with the cave shader you are going for it is going to be a nicely looking game.

    2. What is your least favorite aspect? Why?

    The main gameplay so far seems fairly simple, so unless it is designed really well, it might lose its charm quickly.

    3. Which single change or addition would you suggest to most improve the game?

    Maybe developing it for mobile might be a good idea, even though this might prove difficult when it comes to controlling both planes at once. Otherwise I would simply suggest to put a lot of thought into your progression and the ramp up in difficulty.

    1. What is your favorite aspect of the proposed game? Why?
      I like that you are focussing on an small game that you can polish and expand on further if you have more time.

    2. What is your least favorite aspect? Why?
      I don't think players can get the real aspect of momentum and gliding if the game is only in 2D.

    3. Which single change or addition would you suggest to most improve the game?
       If you want to stay in 2D you will have to make use of parallax scrolling to give the player that sense momentum and speed.
  6. 1. What is your favorite aspect of the proposed game? Why?

    I like that you want to write the shader(s) for the cave-wall look yourself. I think keeping your gameplay relatively simple will allow you to focus more on the technical aspects (shaders, flying physics, wind simulation) and still end up of with a playable game that has a decent degree of "completeness"

    2. What is your least favorite aspect? Why?

    I am not sure whether your gameplay idea will really be catchy. I could imagine that it is simply really fun. I personally got the impression that the game is more of a "tech demo" for technically complex mechanics and shaders that you want to implement, so I guess it's fine that the gameplay seems to fall a little short.

    Regarding your more technical aspects, while I really like them, i think that they possibly eat up a lot of time, while contributing relatively little to a "better" game (eg wind simulation)

    3. Which single change or addition would you suggest to most improve the game?

    Since you implement the shaders yourself i think it would be really cool if you exposed some "variables" of the shaders to the user so that he can play around with the looks of the game (eg adjust stuff in the options menu)

  7. 1. What is your favorite aspect of the proposed game? Why?

    I really like how the fluid simulation is used creatively and I find the whole theme of the game amusing.

    2. What is your least favorite aspect? Why?

    Not sure about how to control the two cavemen in the game. From what I unterstood, it is also part of the challenge but personally I'd focus on adding difficulty on other gameplay elements.

    3. Which single change or addition would you suggest to most improve the game?

    Add fat birds which the cavemen have to avoid, otherwise he will drag the cavemen to the ground

  8. Otto, Robin sagt:

    1. What is your favorite aspect of the proposed game? Why?

    The artstyle. In my head, I imagine the level to be continuously drawn onto a cage wall, I don't know whether you planned to "draw" the scene dynamically on the wall, or if you wanted to render the level and scroll from left to right. Whatever the case might be, this surely looks awesome if done well. 

    2. What is your least favorite aspect? Why?

    From your presentation, i could not quite get the goal of the game. If I understood it correctly, you try to catch as much birds as possible in one round. What for? To climb the leaderboards? If so, at least in my head this game only provides very short term motivation. Please don't get it wrong, the gameplay sounds promising, but probably only for a short time span.

    3. Which single change or addition would you suggest to most improve the game?

    I think it could also make sense to implement the game logic in the following kind of way:

    There are several levels in which the player has to make it to the end without crashing into obstacles. As he progresses through the level, there are birds that he may or may not catch, this is not related to succeed. BUT: In order to unlock new levels, he has to catch a certain percentage of birds in the previous levels.

    This would add another challenge and motivation to your game.


    Best Regards,

    Robin.


  9. 1. What is your favorite aspect of the proposed game? Why?

    I really like the gameplay idea. Both the weird caveman physics and the fact that one player is supposed (or at least able) to play both caveman.

    2. What is your least favorite aspect? Why?

    I believe it will be very hard to get the physical interaction right. Both the gliding and especially the net. (good luck (Zwinkern))

    3. Which single change or addition would you suggest to most improve the game?

    I hope you will add some upgrades the player can really notice. Stuff the caveman could use once or twice a mission could add a nice way to upgrade and progress though the game. (a bit like what you can find in most of the browser games that shoot the player in the sky)

  10. 1. What is your favorite aspect of the proposed game? Why?

    The cave painting style could look amazing and quite unique if done well. Also I think the aspect of having an essentially multiplayer game being playable (or even intended to be played in the first place) by one person is quite interesting.

    2. What is your least favorite aspect? Why?

    I don't quite understood the dynamics of controlling the two cavemen. Can you ever fly upwards? Are you limited in doing so?

    I can also see the game become quite repetitive after a relative short period of time. Your proposed wind dynamics, random spawning of birds and upgrades should help with that, so I think you should invest quite a bit of thought into these.

    3. Which single change or addition would you suggest to most improve the game?

    I think the game benefits greatly from fully embracing the style of humor with which you presented the game. Go completely crazy with upgrades, different gliders, different birds, etc...



  11. 1.What is your favorite aspect of the proposed game? Why?

    Wind simulation and net physics are very cool. The game idea is unique and promising.

    2.What is your least favorite aspect? Why?

    Having realistic gameplay is a cool thing and technical challenging but its also important that the fun aspect doesnt vanish.

    3.Which single change or addition would you suggest to most improve the game?

    The concept of stone age men flying planes is very funny. Keep up on this and make the game as crazy as possible.

  12. 1. What is your favorite aspect of the proposed game? Why?

    I like your idear to of gliding down to catch food. It has the potential of an interesting game play through different wind conditions.

    2. What is your least favorite aspect? Why?

    It could be hard to define the control of the two planes in a way that it’s not to easy and not to hard to play.

    3. Which single change or addition would you suggest to most improve the game?

    I'm not sure if it's a good idea to use a realistic wind simulation (like mantaflow). It's possible that a simple simulation will give you a better game play.

  13. Jonas Mayer sagt:

    1. What is your favorite aspect of the proposed game? Why?

    I love the general setting and the art style that you are going for. The whole package seems pretty solid and fits the context of this course. 

    2. What is your least favorite aspect? Why?

    I can imagine that the net physics (and the flying physics in general) might become pretty un-intuitive to implement and to deal with. What if players collide? What if the net forms a loop? What if players get caught up in the net? etc.

    3. Which single change or addition would you suggest to most improve the game?

    Either enforce a heavily restricted net and glider behaviour or find a way to make it intuitive and fun.

  14. 1. What is your favorite aspect of the proposed game? Why?

    I love the aesthetics of the game! The cave painting look feels really good. Perhaps improve the lighting later in the development cycle to simulate a fire. It's really unique and pleasing to the eyes (breites Grinsen)

    2. What is your least favorite aspect? Why?

    The focus on one player controlling both characters. I think such a game would be better to have two players for as it would be more enjoyable and silly. A single player experience for reduce the entertainment value of the game.

    3. Which single change or addition would you suggest to most improve the game?

    An updraft that can give the gliders/characters more time in the air so they can catch more birds. Basically MOAR power-ups which are explained by crazy "stone-age science" (Zwinkern)

  15. 1. What is your favorite aspect of the proposed game? Why?

    You interpreted "together" aspect in a very interesting way, incorporating it into the singleplayer action. It is appreciated.

    Caveman setting is also very memorable. Flying cavemans - it is amazingly funny!

    2. What is your least favorite aspect? Why?

    I haven't get the physics of flying and collecting birds very well, I am afraid that fun might easily vanish if you make a mistake in the actual implementation.

    I would also note that, while I like the stone-painting shader idea, I am afraid that this kind of graphics is bad for human perseption. I just hope you won't limit the palette very mush just to create the feeling of cave carvings.

    3. Which single change or addition would you suggest to most improve the game?

    Make sure that the controls are intuitive!

    Add some fun pick-ups and some fun ways to use the net and gliders.

    1. And yeah, even the game name is a funny pun. =) Lovely!

  16. 1. What is your favorite aspect of the proposed game? Why?

    The net between the two players is an interesting idea, and can lead to interisting and funny moments.


    2. What is your least favorite aspect? Why?

    It could get the problem that it gets repetitive really fast.


    3. Which single change or addition would you suggest to most improve the game?

    You said that your upgrades change the game and could improve the replayability, i would focus on that so that the players have enough upgrades to play around.

  17. 1. What is your favorite aspect of the proposed game? Why?

    The cave wall style I can imagine to look really cool ! 


    2. What is your least favorite aspect? Why?

    The gameplay is still questionable to me. I am still not sure how to control the gliders exactly, but be sure to think of some more game elements to counter monotonicity.


    3. Which single change or addition would you suggest to most improve the game?


    More game elements. Don't stick too much to your idea now, vary more. E.g. multiple nets → nets can be dropped when full, then an upstream can be used in the right moment to gain height again, an so on ... 

  18. Vu, Laura sagt:

    I think the cave painting shader is a really cool idea if done well, but I also think it's difficult to make the characters look like they're flying. I'm not sure how you're planning on doing it, maybe moving the wall texture as if they're flying down a (very tall) wall. What I really think would be cool is a cape/clothing pieces on the cavemen that fly in the wind c: