Toppop
Transcription
Toppop
Toppop Physical Prototype Dominik Borer Francine Rotzetter Marie Woon Serge Balzan Game Programming Lab March 2016 Contents 1 Introduction 3 2 Game Elements 3 3 Gameplay 3 4 Physics 7 5 Conclusion 7 5.1 Creating the Prototype . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.2 Playing the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.3 Listing of Details Discussed . . . . . . . . . . . . . . . . . . . . . . . . . . 2 7 7 8 1 Introduction As Toppop is a game that relies heavily on its physics, we expected to have a dicult time with the paper prototype right from the beginning. However since the game is also essentially 2D, prototyping levels themselves should not be too dicult. With that in mind, we set out to create some levels to play through on paper. Surprisingly, we managed to nd out quite a number of details through playtesting and discussing the prototype step by step. 2 Game Elements To keep it simple, only a few of the planned game elements are represented in the physical prototype. These elements are: • The starting location • Platforms which preserve energy • Platforms which add energy • Platforms which remove energy • The goal Because the game is level based, we can aord to only test the very basic elements at this stage and return to paper-prototyping additional elements when we have made sure that the basic ones are working correctly. This limited selection also allows us to focus our eorts more on the core game play. Every level is also necessarily bounded by a box around it. This box provides a condition for the player to lose and limits the size of the level. 3 Gameplay At the beginning of the game, the player is faced with the level. A small yellow dot represents the starting point and the word goal is written somewhere else to indicate the location the player has to reach. The levels are lled with blue, green and red platforms. The blue ones represent the energy removing platforms, the green ones represent energy preserving platforms and the red ones represent energy adding platforms. The player starts by telling the person playing the computer in which direction they want to rotate. The token is then moved accordingly. The game continues in this fashion until the player's token has to bounce on an object. Now the computer has to determine the direction in which the character token bounces. The player can now only choose to change their rotation. The token's direction is now determined mostly by the person 3 simulating the physics. At any point during the level, the player can decide to pop the corn kernel (his token). The kernel is then replaced with the popcorn. If at that point the popcorn is in contact with another solid object (i.e. a platform), the popcorn will receive additional acceleration along the normal direction of the object's surface. To win, the player has to successfully reach the goal. Getting stuck, or falling o the provided platforms constitutes a loss. Figure 1: Hard level including the solution. Included here are some photos of the paper prototype of this level as we were playing it. The coloring of the platforms is as follows: brown - preserve energy, green - remove energy, orange - add energy. 4 Figure 2: Beginning of the level. The player has moved to the right. Figure 3: Having navigated to the left, the corn kernel bounces up the platforms. 5 Figure 4: The corn kernel has bounced across the horizontal platform. Figure 5: The corn kernel has popped and was replaced by a popcorn. 6 4 Physics The phyiscal behaviour is controlled by the player who simulates the computer. When the player wants to move their character, the rolling properties are just assumed and the character token is moved forwards on the grid. Every time the character token bounces, the player has to decide to rotate clockwise or counter-clockwise and the person playing the computer has to determine in which direction and how many squares the token will move. For the popping action, the character token is swapped out so that the change is represented visually. Of course some interactions will not be 100% correct, but when there is disagreement among the participants about where the token should be headed, this results in an opportunity to discuss the relevant forces and how they should be applied in the situation. 5 Conclusion 5.1 Creating the Prototype Making the prototype turned out to be quite dicult. Since our game mechanics are heavily based on physics, it does not translate very well into a paper prototype. The player should be able to control the corn's rotation while being aected by the environment in a physically correct manner. For earlier prototypes, each level was created using a scale that showed how high the corn could pop. Everything in the levels was then made according to this measure and each level turned out to be dierent. In the end we decided to use a grid based representation, where the player moves their corn kernel or popcorn from one grid cell to the next instead of rolling. The physical behaviour (falling, jumping, bouncing etc.) is controlled by the player who simulates the computer. The grid also helped us to simulate the proportions of the individual elements. Through creating the prototype, we thought about the physics model of our game and how the corn kernel / popcorn bounces o platforms. This led to the conclusion that the movement of the player should be controlled through its rotation, which furthermore has to be used to control the bouncing angle. 5.2 Playing the Game Through playing the game, we realised that there are two major components which make Toppop engaging. The rst one is the puzzle aspect we had aimed for from the beginning. The intended solution to some levels that were tested were not immediately clear to those who did not participate in the creation of the level. The second aspect is the actual platform layout. Navigating through the level provides a more skill based challenge for the player. The part which requires skill (using the rotation 7 and physical behaviour in the right way) is mostly missing, since the playable version is very simple and not really controlled by physics. Therefore walking through the levels is not very fun and less challenging. The prototype is playable and supports the basic elements, but it is not very fun since it is obviously missing the interesting, accurate physical simulation part. However, actually guring out the intended path was quite fun, although this part was separated from the actual gameplay. When new ideas for levels were shown to other members of the team, everyone started guessing at the path the player should take to reach the goal. When the intended path did not quite match up with everyone else's expectations of the physical behaviour, the level was adjusted to correct the problems. Though it was not really the focus of our prototyping, we have managed to assert that there is some fun in creating the levels ourselves. This aspect will also be included into the game in the form of the level editor. In the actual game, the creator of a level will also be able to test their level with the help of the actual in-game physics after creating it. The issues we found are a consequence of the physical prototype and do not translate back to our game concept. 5.3 Listing of Details Discussed Although this is not a full list, these are some of the details we discussed during prototyping (in no particular order): • Reduced the number of necessary elements to just the platforms, the goal and the character. • Determined that there should be three types of platforms. • Determined how the character moves (by rolling, not horizontal translation). • The corn's speed increases as the rotation increases. • The corn kernel bounces as well, but is not as bouncy as the popcorn. • The corn pops in the normal direction of the platform it is currently on. • Sloped platforms aect the corn's rotation, thereby increasing its speed as it rolls down. Similarly, slopes will slow the character down if it attempts to roll uphill. • Noted down a potentially hazardous corner case involving sharp angles between platforms and bouncing for collision detection. • Considered letting corns climb on each other in a multiplayer setting. 8 • Every level is bounded by a box around it. If the character touches the box the player loses. The box should be adjustable in the editor. • The camera moves along with the player in single player mode and with the center of gravity of all players in multiplayer mode (This was one option considered). Additionally there may be a death timer when a player leaves the currently visible screen. • Discussed the setting / look and feel of the game. • For multiplayer, players start in dierent locations and have to reach dierent goals. Which player enters which goal does not matter, but each goal can only be entered once. • Determined the size of the popcorn in relation to the corn kernel. • Creating platforms in the editor will be based on geometric primitives. They can be moved and rotated, and will be joined together to create larger platforms. 9