Moving On

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Welcome to our archive page! Throughout this class, we created multiple prototypes and here are some of our prototypes and summaries of our sprints:

Sprint 2: Hifi Video Montage

This video highlights the second sprint, where we started a lot of work on the Unity project itself. After playtests with our LoFi prototypes, our job was now to implement all of our collective ideas into a solid project.

HiFi Prototype: Save and Load

For this prototype, we wanted to implement a save and load function. This gets pretty involved, because we had to make decisions on what data is saved. Should we track the player's X and Y coordinates? Do we load them in from right where the player left off, or do we bring them to the hub world? In the end, we decided to load them into the hub world, as well as saving the player's level progression. This allowed us to utilize the hub world in a way where players can see what levels they completed, unlocked, and haven't unlocked.

saveStuff

Sprint 1: Lofi Video Montage

For our first sprint, we had to create a structure for Moving On. This involved figuring out the core gameplay loop, the artstyle, and the process of deployment. This video shows our first steps into working on this game.

Sprint 1: Composition Prototype

When thinking about the intended experience we wanted players to go through when playing the game, we had to think about what type of style the soundtrack should be. There were a couple of main ideas that were generated, but the main idea that stuck was orchestral music. Taking inspiration from many sources, such as pieces written by Joe Hisaishi and Nobuo Uematsu, the main menu theme sought to evoke feelings of sadness, but also hope and wonder.

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Lofi Prototype: Practicing Core Mechanics

Since Moving On involves a lot of dialogue, our main mechanics were relatively straightforward. Because of this, we had to make sure that the controls felt as comfortable as possible— not only to satisfy design constraints, but also to not take away from the message from the game. To do this, we created a quick prototype of a test layout for a level and introduced movement, jumping, and interacting with NPCs. Through multiple playtests, we fine-tuned the physics values and adjusted the sprite proportions.

coreStuff