Games Academy Spring 2019 – Hey Hoy Houley Mouley

BY TEAM WONDERFUL

Team Members

Lauri Rantala – Programming

Mika Yli-Pentti – Programming

Julia Lammi – Art

Miska Koivulehto – Art

 

Game Idea
Hey Hoy Houley Mouley is a multiplayer arena brawler for 2 to 4 players. Players can battle on four different maps, where they try to push each other off the stage. If a player is hurt enough, their character will get stunned for a while and that’s when they can be easily shoved off the stage. Before each match players get to choose how many points are needed for the victory.

The game has three different weapons to choose from, in addition to unarmed attack, which is also a valid option for the most brawliest players. In a game of four people someone has to be unarmed. Each weapon has different stats, the spear for example has the longest range but does less damage and knockback. Sword does the most damage, but not as much knockback as the shield, which does the most knockback. It’s a Rock-Paper-Scissors sort of a  situation.

Development
We got to our initial game idea pretty quickly. We had other ideas also, but this one stood out the most, and everyone felt like they could work with this kind of project. Our scope wasn’t too big, so we got mostly everything we wanted done by the deadline – except for environmental hazards. More game modes that would have fitted our vision of the game could have been made. Some of the art was left out of the game: e.g. character textures, due to one team member getting sick and unable to send the texture files.

Visual Design
Our graphical style was pretty clear from the beginning. We wanted to make somewhat simple and playful game, with lowpoly characters and levels. We had to plan our character designs so, that they could use same skeleton and animations, but managed to get them to look different enough from each other’s.

Programming
First we thought of creating a fully physics-based game with active ragdoll characters, but through some setbacks and lost time we opted for the middle ground. The characters now switch between animated and ragdolled states when they get stunned or killed. The scope for this project was just right to allow us to learn new stuff, but also have a finished product by the end of the semester.

Download the game!

Games Academy Spring 2018: Ukonkuula

Creativium team members

Toni Mutanen (3D modeling, texturing, sound, code), Lauri Kosonen (code, sound), Valtteri Ojanen (code, sound), Ville Niemi (code) and Sofia Kari (Texturing, 3D modeling).The concept

Since Finland had it’s centennial celebration last year, we wanted to pick a finnish theme for the game. Kalevala was an obvious choise, our national epic poem. Surrealism and heavy metal music / mentality were also brought in to freshen things up. We first played around with an idea of a game where you would defend a boat from the witch Louhi, but we figured the replay value of that game would be very low. Then Lauri suggested we could make a pinball game. We all thought that a pinball game would have a fitting scope for short spring project. Oh, how wrong we were. Pinball design is a skill that is mastered in years, not in weeks or months. Kalevala wasn’t the easiest topic to convert to a pinball table, since the poems mostly focus on the characters and their developments. For research purposes, as a team, we went to Vapriikki’s game museum, since there’s a Twilight Zone pinball game there. We got a feel for the game, shot some video and took some photos for reference.

Tuonela’s swan guards the ball gutter.

The development process

The playfield layout was discussed many different times and it went through several iterations. Some work was wasted, because we didn’t lock down the layout early on.

We had plans for other game modes, in addition to the the sampo mode. A pinball table usually has more game modes than just one. It would be easy to add more, now that we have the play mode framework done, if we decide to continue the game’s development.

Sampo rises from the playfield, once the sampo game mode starts.

Pinball physics were suprisingly difficult to replicate. The ball had to have the correct weight so it would move at realistic speeds etc. We decided to use a path based ramp system, which disables the default Unity physics while the pinball is on a ramp.

All of the playfield lights had actual spot lights in them, which had a large performance impact. We had to remove them, for playability’s sake.

Communication could have been better, which lead to some team members being idle, not knowing what to do next. One team member didn’t have a smart phone, which lead to some annoyances.

Unfortunately, our main artist Sofia, had very limited time to do project work, since she was working long hours as a waitress. Pinball tables are usually full of art, our table looks rather plain.

Kantele Hero

The game needed a mini-game, like most real life pinball games. Once the colored dots reach the larger lights in the bottom, you must press the corresponding flipper button to play a note. If you miss five times, the mode ends prematurely. Kantele Hero gets harder every time you enter the mini-game, but gives out more points.

A rhythm mini-game.

The music

Suprisingly, we managed to get rights to use music from the finnish folk metal band Wolfhorde. Their music was very fitting to our game, since they use kantele in their songs. What we learned, lesser known bands are easy to approach and are more likely to grant usage rights to their sonds.

https://www.facebook.com/WolfhordeBandOfficial/

Try out our game

Download it on Google Drive right now.

Controls

Left flipper bar – left ctrl

Right flipper bar – numpad enter

Launcher – enter

Nudge left – q

Nudge right  – p

Last Habitat: Deep Sea Defense

Nice Nine developer team presents
Last Habitat: Deep Sea Defense

Games Academy Autumn 2017 – 2D game project Last Habitat: Deep Sea Defense

About the game

Last Habitat: Deep Sea Defense is a sci-fi tower defense game set in a grim future where nuclear wars have left continents uninhabitable and the last remaining humans are forced to live in an underwater colony. Your mission as a player is to defend this colony from human-eating sea monsters by building towers. There are four different tower types with unique properties you can built alongside a canyon that the sea monsters use to attack the colony. Last Habitat features an in-game Wiki that holds useful information both about the towers at your disposal and the four distinct sea monsters that you will encounter on your mission to protect humanity and its last habitat.

Wiki that can be opened from the main menu and from the in-game pause menu.

The game has five levels to play through and each level offers more content and new challenges to overcome. As you make progress in the game and unlock new levels, you will gain access to use new tower types and encounter new sea monsters to defend against. The focus of the game still remains the same: protect the colony by building up defenses and survive the waves of monster attacks that will otherwise wipe out the colony and  the entire human race.

Sneak peek from level 4: Lights In The Dark with open tower build menu.

Design process

The design process of the game started with a planning session where the team members narrowed down game ideas into one that could be created within a few months’ time frame. The game genre and idea was quickly chosen to be a sci-fi tower defense game done in pixel art, but initially the game was going to take place in space. To deviate from a popular choice of space as  a game setting we moved our project to take place in the deep sea.

Our design process continued with research on tower defense games to understand what requirements, elements and features should the game have to be a decent one. From that point we started to design the tower and enemy types and thought about how many of them would we need in our game. We came to agreement that we should aim for four different types of both towers and enemies that there would be enough variety to the game. We managed to accomplish this and also created a unique tower type: Solar Link, a twin tower that creates a damaging ray between two towers. Similar type of towers are very rarely seen in any other tower defense games and we are proud of our Solar Link -tower type creation.

One built Solar Link twin tower in action and another one is being built.

Our team encountered a few problems on our design process. As we were working on to create an Android game, the user interface and head-up display elements went through several changes in order to make them large enough and more easily understandable for the player. We tried to give the player more feedback about their actions and also created an in-game Wiki to give the player more information on the tower and enemy types as opposed to filling up the screen space with constantly visible lists or multiple pop-ups. The most troublesome design flaw was the initial use of an energy popcap instead of more classic in-game currency. Late in the project we had to make the hard decision to scrap the energy popcap and replace it with in-game coin currency with very little time to enhance the gameplay experience for the players.

Towers can be managed from the tower menu that opens when tower has been tapped.

Last Habitat: Deep Sea Defense has five levels to play through. At first we had planned that the game should only have three basic levels and an endless level but after few playtests we noticed that three basic levels weren’t enough. We decided that the four first levels introduces player to all tower and enemy types and the last level is a challenge to test the player’s tactics. Unfortunately we don’t have the locking system yet implemented, but it will be in the published game version like the other last adjustments that we are currently working on. We were also forced to drop the endless level, as the replacement of the popcap solution with in-game currency also mixed up the games balance. We hope to still implement the endless level to the game before launching the game on Google Play Store in the first half of this year. On the launch we will also implement the achievements to the game as we will be using the Google Play Services to do it.

Playable versions are available here for Android and PC:

https://drive.google.com/drive/folders/1LFnbrSjAm1pZhJVD1ndi5GkQy-cyW2kA?usp=sharing

Nice Nine developer team

Programmers: Lauri Leponiemi & Ville Niemi
Graphic designers: Nea Ohvo, Piritta Vaarala & Jerkko Valta
Sound design by Lassi Kähärä