- Easier to develop and more likely to fit into our internship time constraints.
- Generally more performant than 3d, which means the project could run smoothly on a wider range of devices.
- Compile once, run everywhere.
- WASM is new faster, smaller and more memory-efficient web runtime.
- People are more likely to play when they do not have to download anything on their machines.
- Ease of distribution through simple link share.
- Due to our time constraints, it is better to focus on making a short but memorable experience rather than long and somewhat monotonous.
- As most of the testers are not expected to be hardcore players, they might not have enough stamina to play for a longer amount of times. Around 15-20 minutes should work.
Player has to go trough 3 regions. Each of those regions provides player ship with a new module, and provides obstacles that need to be bypassed using the module. On each of the regions there are several keys that need to be collected by player in order to open a gate towards the next area.
This is where it starts and ends. Contains 3 gates connected to the 3 regions described below. A transit zone where player can take break between missions.
This is stealth level. Player is given a small searchlight that allows him to see in a small area in front of him. The task is to collect all the keys whilst avoiding patroling enemies.
Ship module: Thruster.
The module allows player to perform short distance jumps by applying impulse force. In this area player needs to collect keys while oribiting around wormhole ad resisting its gravitational forces.
Ship module: Cannon.
This is basic shooting. Player needs to breach enemy defences and pick up keys.
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Monday
The first meeting, planning, concept discussion.
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Tuesday
Set up GitHub repo, Unity project. Initial prototype with the visuals and player movement.
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Wednesday
Gameplay design description. Winning condition. Ship modules. Gameplay space constraints.
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Thursday
Implement level transitions, progression system, region spacial constraints.
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Friday.
Player respawn, interrupted transition (UI mock up), region time constraints.
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Monday Nebula region description, assets.
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Tuesday Nebula region fill, preliminary playtesting.
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Wednesday Wormhole region description, assets.
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Thursday Wormhole region fill, preliminary playtesting.
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Friday. Assault region description, assets.
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Monday Assault region fill, preliminary playtesting.
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Tuesday Overall playtesting, polishing, gameplay bugfixes.
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Wednesday Audio framework research.
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Thursday Framework preliminary integration.
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Friday. Nebula region sound integration, survey.
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Monday Wormhole region sound integration, survey.
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Tuesday Assault region sound integration, survey.
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Wednesday Bugfix, final survey
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Thursday Playtesting.
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Friday. Playtesting.