Seitenhierarchie
Zum Ende der Metadaten springen
Zum Anfang der Metadaten


Riddilikus is a network-based isometric action-adventure game with a heavy focus on cooperative gameplay. Characters with different magic abilities and interactable environments confront the players with challenging puzzles only solvable if they properly combine their abilities at the right time. To make the game even more challenging the players will have to face off against strong opponents where teamwork will be required in order to struck them down.



The game is set on a fictional planet far away from earth. According to the ship’s onboard map, there seems to be a human-inhabited village not far from our players’ crash site, however, in order to get to the point and possibly get off the planet, our characters have to traverse a hostile environment which tries to hinder them with complex and unknown areas. Furthermore, every time a section is completed and hope is on the horizon, unknown lifeforms that can only be described as alien creatures try to stop the players from progressing any further.


Chapter 1: Game Proposal


Chapter 2: Physical Prototype



Link to the puzzle prototype playtesting video: https://drive.google.com/open?id=1ijfUsGtxUSZYZv_a2WPE4-_nZY549QqA

Link to the boss prototype playtesting video: https://drive.google.com/open?id=1pCrkCEvkUbBRqptwnDoRysYDJBsK5o2H


Chapter 3: Interim Report

               



Chapter 4: Alpha Release

              



Chapter 5: Playtesting

             


Chapter 6: Final



Link to the gameplay video :

Gameplay Video


Link to the executable and source files:

Files

  • Keine Stichwörter

17 Kommentare

  1. I find the element combination really interesting!

    Is each player going to control only one element? Or can one player wield more than one magic power?

    1. As of now, we are planning to make it a two player game, which starts off with only one element per player and after some level progress enabling a second element for both players they can switch to.

  2. Not quite clear: Do players work together just by timing their own actions with the environment right? or is there interaction between players as well? how are the players unique? or do they all have the same abilities/properties?

    what kind of environments, perspective etc will the game offer? sketches are kind of vague as of now. 



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

    Elemental combination to advance in the game. Not a common feature in games, if it plays with the player's expectations, could be cool.

    2. What is your least favorite aspect? Why?

    It feels sort of thrown together with a lack of connection between the individual elements of the game, like many things are in there because they're neat idea on their own, but they're not tied together well (both mechanics and style alike)

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

    Set the focus on the game on one aspect due to time scope of the practical. The rest should be on the sideline, provide a short light distraction between main tasks. 

    1. What is your favorite aspect of the proposed game? Why?
      The focus on environmental obstacles and solving them through combination of elements is nice.
      Also, as a fan of Magicka, I'm hoping you might integrate some of its humour, too.

    2. What is your least favorite aspect? Why?
      I don't think the game should try too hard to be playable by a single player. I would much rather have good
      multiplayer puzzles that actually facilitate having multiple people than compromised ones.

    3. Which single change or addition would you suggest to most improve the game?
      As stated above, I would focus the game on puzzles which require different elements at different positions.


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

    I like the art style. Also, the idea sounds like fun.

    2. What is your least favorite aspect? Why?

    Maybe if you combine fire and ice, there should first be water or so. I possibly would not have thought that I can produce steam this way.

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

    If you want to keep a single player version, and not run into the problem limited riddles, you could help the player solving riddles with an AI ally. But possible this is to much work.

  4. Your game idea sound interesting and has potential.

    At this point in time, the game description is rather vague, featuring no concrete levels, spells or enemies.

    Your first priority should be to flesh out the details of the game. Looking forward to seing them in the physical prototype.

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

    I like Magicka.


    What is your least favorite aspect? Why?

     - The setting seems not well rounded. On the one hand you have a far away planet and a spaceship which indicates sci-fi. On the other hand you have mages that cast magic which indicates fantasy.

     - It is quite hard judging your game based on the given information.


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

    I suggest you mention a little bit more details in your game proposal chapter. e.g. actual enemies (and behaviors), in-depth descriptions of the different elements, a list of interactive environments, etc.

    1. What is your favorite aspect of the proposed game? Why?
      I love Magicka and I really think you can deliver that experience with your game.


    2. Which additions would you suggest to most improve the game?
      In your presentation you were very vague with the puzzle designs you wanted to implement. Even in Magicka that aren't that many puzzles. Make some puzzle designs really early on and iterate on those.
      Add friendly fire...
  6. 1. What is your favorite aspect of the proposed game? Why?

    I like that you want to create a coop game that is more focused on a puzzle aspect than a combat aspect. Portal 2 comes to my mind here which was great.

    2. What is your least favorite aspect? Why?

    I don't think that a variable number of players will work well in a puzzle game. Especially if one level is supposed to be played by different numbers of players. Why not stick to two players?

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

    Don't overcomplicate the game mechanics but focus on making intelligent riddles (again Portal comes to mind which basically builds on a single mechanic)



    Additional Note: (I'm possibly going to write this beneath every (online) multiplayer game)

    Assuming you want to create your game with Unity:

    We made an online Multiplayer game last semester using Unity Networking. Back then the documentation was horrible. Therefore I would suggest you look at different networking libraries (such as Photon) before you start implementing.

    If you decide to use Unity Networking, the source code on Bitbucket might help.

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

    The idea of travelling together through the world. Fits the theme well.

    2. What is your least favorite aspect? Why?

    I don't really see any other information about the puzzles other than "timing". If it is purely timing, it can get repetitive really fast.

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

    Add more variety to the puzzles.

  8. Otto, Robin sagt:

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

    I like the idea of an explorative puzzle game. This approach on games is a rarely chosen one, yet it can be a lot of fun to play.

    2. What is your least favorite aspect? Why?

    Thus far, your riddles sound like they focus on the same objective: Time your moves right to solve the puzzle. This seems to be easily done by a group of four people, especially in the use case mentioned in the presentation, i.e. to shoot at a certain point.

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

    Focus less on the interaction with the environment and more on the smart implementation of several puzzles, so you can maintain the flow of the players.

    If you can achieve to implement good and challenging puzzles together with more basic aspects of exploration, i think your game will be a lot of fun.


    Best Regards,

    Robin.

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

    I allways like games where you can controll multiple elements and also combine them.

    2. What is your least favorite aspect? Why?

    i like the idea that it is possible to solo the game but i think it will make the map and puzzle design way harder.

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

    Im not sure how the player can change his abilities. You sometimes talked about switching your abilities, but also said you have to choose a subset out of all ablilities?

    Some system like in Magika but with limited elements could be cool. What i mean with that is that every player has lets say 2 elements, and to combine more than the 2 you need multiple players for one spell. (firemage + watermage = steam)

    You should also decide on the elements you want to support, and their interaction early in the development, since it could be hard to change later.

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

    The gameplay sounds like it could be a lot of fun and I quite like the theme.

    2. What is your least favorite aspect? Why?

    It was not quite clear to me how the puzzles would actually work. Does each player have some special abilities that are needed? Are all Puzzles going to be timing based?

    Also, you mentioned the environment would be affected, is this the result of the puzzles or part of solving them (or both)? Or is it just a "cosmetic"?

    You also mentioned combat, specifically some boss fights. Are there only supposed to be some few fights to give a break from the puzzling or is it more of a 50%-50% case?

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

    I think your game definitely has potential, but I would suggest to hand build (maybe on paper) a complete, single, simple level that exactly showcases and defines your ideas. Something you might find in a tutorial of a game. To me it seemed, like you have a lot of good ideas, but not a lot of specifics, so that might help.

    Are elements combinable (like Magicka)? If not, that could be a cool addition :).

  11. Hook, Daniel sagt:

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

    "Alchemy Engine" that uses elements to change and use environment (like in Zelda or Divinity).


    2. What is your least favorite aspect? Why?

    Concept is a bit vague on how the fighting and puzzling will work, and how it will be fun.


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

    Your idea sounds asset-heavy, so I would try to cut down on assets whereever I can. Use and abstract artstyle, all players have the same models but with different colors, only one object per element interaction (like "burable log" instead of "burnable tree, twig, box,...").



  12. Jonas Mayer sagt:

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

    The idea of combining different elements sounds rather interesting.

    2. What is your least favourite aspect? Why?

    The entire game concept seems a bit vague at the moment, the setting doesn't really sound too interesting to carry the gameplay for too long. The player interaction seems a bit undefined at the moment. 

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

    Your development schedule suggests starting with a single player, given that the concept is based on player cooperation, i would suggest starting with a multiplayer directly from the start, slapping in a multiplayer later won't be easy and once you have basic networking working, any number of players should work pretty easily. 

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

    The exploration aspect of the game seems would be really interesting. World building can be a focus during development to create an interesting environment so players interact, think and ponder about the world as they wander through it. With a sprinkle of small trigger-based events here and there, I believe you can really immerse the players into the world you're trying to create!

    2. What is your least favorite aspect? Why?

    Combat. In this kind of scenario, environment can be a natural enemy. There is a lot of potential there. Perhaps add environmental puzzles that players would need to solve in order to proceed. If combat HAS to be added, I would like to see it aiding in the puzzle and exploration of the game rather than it just being there for fighting's sake.

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

    I would suggest focus the game's attention more on the environment and world building. There is a lot of potential there. Having different characters to interact with different elements of the world is a really good way to get players to look at their surroundings more carefully. Use this to reward the explorers by way of riddles and graphics that hint at the stories and lives of the inhabitants of the planet (Lächeln)

  14. Vu, Laura sagt:

    I like the element combination aspect, but puzzles with only a few elements (e.g. one controls only fire and the other one only ice) could get boring pretty fast. Especially if you make it solvable by a single player, I'd suggest focusing on multiplayer.