Friday, August 10, 2012

Paperplane Dream

Developed Using : Game Maker 8.1 Standard / PC
Game Type : Digital Game / Indie Game
Role Taken : Game Designer / Main Programmer / QA
Credits : Diong Chong Wei (Main Game Designer / Producer) | Tan MengKiat (Main Artist)
 | Sky (Background + Sub Artist) | Johnathan Chan (Sound Designer)

                                                  Download Latest Playable



Synopsis

Designed and made for the FYP project. There were a few themes given to us and we chose the theme "SIA/Panasonic", which leads our designs to be revolving around planes. Thus, Paperplane Dream is a design we came up with whereby the player will need to blow the paper plane and maintain it as long as possible in the air, without it touching the ground. The back story of this game is that an old retired man reminiscences his childhood period of playing paper plane, and when he sleeps at night, he dreamt of himself playing the paper plane as a child.

In Paperplane Dream, player will aim to get their score points as high as possible before their paper plane touches the ground. Every blow to the paper plane earn points. In addition, player can perform a strong blow, which will cause the paper plane to do stunts, allowing for more points. Strong blowing the paper plane at different angle will cause the paper plane to do different stunts and earn different points. Multipliers that allow for more points increase after a stunt is done but will also drop gradually if no stunt is done within the few seconds. A ball is spawned after a stunt is done to act as a reward to the player. The ball can be blown until it pops to enter the "Frenzy Mode".

In "Frenzy Mode", everything is sped up and player gain more points for blowing at the paper plane. If the player is able to survive in "Frenzy Mode" until it ends, the player will go into the next dream. If the player fail to survive in "Frenzy Mode", fear not, he will go back to the previous dream and continue the game. But this time, to spawn a ball to enter "Frenzy Mode" again, 3 plane stunts would need to be executed. Even if the player does not go into "Frenzy Mode", he can still get to the next dream. Other dreams will provide different background and different character costumes.

To add another level of gameplay, a "Nightmare Clock" is chasing the player. The player will need to blow at "Dreamcatchers" to slow the "Nightmare Clock" down. If the "Nightmare Clock" covers the whole game screen, the character wakes up from his dream and the player loses the game. As the score points increases, the "Nightmare Clock" will move faster, together with increment of the paper plane speed, to increase the difficulty of the game.

Are you able to find your nostalgic feeling of playing paper plane through this dream world?


Screenshots







Gameplay Video



Game Design Document
The GDD for the Paperplane Dream can be downloaded HERE.

Monday, April 16, 2012

Three Swines

Developed Using : Game Maker Pro 8.0 / PC
Game Type : Digital Game / Indie Game
Role Taken : Game Designer / Main Programmer / QA
Credits : Diong Chong Wei (Game Designer / Level Designer) | Tan MengKiat (Main Artist)
 | Sky (Sound Designer / Artist) | Johnathan Chan (Producer / Artist)


                                                 Download Three Swines


Synopsis

Designed during school holidays in 2 weeks. The theme given to us is "Fairytales". Thus Three Swines is a game that would be illustrating about the "Three Little Pigs" fairytale whereby there would be the pigs, wolf, straw, wood and brick. Three Swines is a 2D platform puzzle game whereby the player would need to think of a way to let the 3 pigs get to the house safely.

In Three Swines, player is able to take control 3 pigs and they are Strawpig, Woodpig and Brickpig. But the player can only control one pig at a time. Player changes the pig they want to control using the ZXC keys on the keyboard. As shown in their name, the 3 pigs each have their own unique ability. The strawpig is able to use his straw let other pigs bounce upwards to reach higher platforms. The woodpig is able to create long woods horizontally across to let other pigs reach further platforms. The brickpig is able to use his brick to let other pigs stand on it and jump to higher/further platforms...additionally, the brick can also be use to block the wolf. Using the 3 pigs and their individual abilites, the player would have to crack their minds to clear the level.

Are you able to bring the pigs to safety and clear the level?


Screenshots










Gameplay Video




Game Design Document
The GDD for the Three Swines can be downloaded HERE.

Aquatic Order

Developed Using : Game Maker Pro 8.0 / PC
Game Type : Digital Game / Indie Game
Role Taken : Main Programmer / QA
Credits : Diong Chong Wei (Main Game Designer) | Tan MengKiat (Main Artist)
 | Sky (Sound Designer / Artist) | Johnathan Chan (Producer / Artist)


                                                      Download Aquatic Order


Synopsis

Designed during school holidays in 2 weeks. The theme given to us is "The Five Elements". Aquatic Order is a endless 2D platform game whereby the player need to survive as long as possible in the underwater. A diver diving endlessly into the sea depicts water, which represents one of the five elements. The button constraint for the design of this game is "Mouse + 1 button".

In Aquatic Order, player control the diver movement using the mouse cursor. While using the mouse to control the diver, player can press left click on the mouse to make the diver dash forward to avoid obstacles. In addition, the left click can also be hold down. If the left click is hold for at least 3 seconds, the diver would have a small bubble surrounding it and sound will be emitted. The player can then release the left click to release a powerful barrier to kill all the hazards nearby (E.g. Sharks).

Unfortunately, this survival game would not be as easy as it seems because since the game revolves around the underwater, it would be natural for the diver to lose oxygen overtime. Thus, the player will have to collect bubbles that is scatter around in the game to replenish their oxygen. If oxygen ran out, the player restarts the game. 

There is a different variety of fishes in the sea and all would have different effects towards the diver and there would also be sharks chasing the diver. Players would also have to avoid the spiky rocks in the sea as that would results death. Collecting the coins in the game would help to get your scores higher.

So basically, the game is about controlling the diver and collecting bubbles and coin, avoiding/killing fishes, sharks and rocks. Sounds simple..yes.....Easy to play? No....

Do you have what it takes to survival for long in this tough game?


Screenshots





Gameplay Video




Thursday, February 2, 2012

DuskRush

Developed Using : Game Maker Pro 8.0 / PC
Game Type : Digital Game / Indie Game
Role Taken : Game Designer / Main Programmer / QA
Credits : Keefe Tan (Main Game Designer / Sound Designer) | Tan MengKiat (Main Artist)
 | Diong Chong Wei (Game Designer / Artist) | Kenny Cheong





Synopsis

Designed for the 2012 Global Game Jam event in less than 48hours. The theme given to us is "Ouroboros". DuskRush is a endless 2D platform game whereby the player need to survive as long as possible. The endless gameplay and using a side theme of light and dark, where one is present the other would be absent, showing revolution, depicts the Ouroboros theme of endless circle/cycle.

In DuskRush, player controls the 3 light on the top, left and right respectively. The light is used to kill away the shadows to prevent the shadows from touching the character. Once the shadows touches the character, the player highscore is being reset. So basically, the player objective is to survive without getting hit by the shadows and get their score as high as possible. Scores will be multiplied and shadows would get stronger and faster as the score gets higher. In addition, the light radius within the character would become darker as time goes by, making it hard for the player to see the shadows. The player can light up the radius by tapping Spacebar. To end the game and record the highscore, the player would need to press P as shown in the instructions, meaning that the player would need to time their end properly!

Would you choose to be a contented person or a greedy person when timing your scores?


Screenshots
                                                                                                                    


 



Gameplay Video

Sunday, January 15, 2012

The Sonictales Podcast

Developed Using : Audacity 1.3 Beta / iPhone3GS / Adobe Premiere Pro CS4 / PC
Role Taken : Sound Designer
Credits for dialogues : Keefe Tan | Khairul | Diong Chong Wei | Sky


Synopsis

Designed for the test submission for school project for module T214 Sound Design. This is an individual project whereby I would have to make a 3 minutes podcast from scratch.

This project was something unique but at the same time also quite fun while doing it. There were 5 characters for the script and I had to find 4 friends to help me with the characters dialogues, while I did the last one. Having only the dialogues itself seems not sufficient which is the reason why sound effects and background music were added to enhance the podcast. 

Audacity, a program for sound designing, were mainly used for this creation. As a first timer, I felt the program was simple to use and user-friendly as well. The whole session of making this podcast were pretty fun and exciting. I guess having a change of events in life by doing sound this time round instead of programming games all the time is not so bad..it pretty much add up some spices into my life...looking forward to do something new again.


The Sonictales Podcast : Download (Use earpiece / any listening device for better sound)


Resources

The Sonictales Podcast Equipment/Software List : Download
The Sonictales Podcast Secondary Sources : Download

Elves Journey

Developed Using : Game Maker Pro 8.0 / PC
Game Type : Digital Game / Indie Game
Role Taken : Game Designer / Main Programmer / QA
Credits : Irwan Shah (Game Designer / Main Level Designer / Artist)
 | Yvonne Lee (Main Artist) | Lau Ping Shi (Main Sound Designer) | Teo Ting Wei



                                                    Download Elves Journey


Synopsis

Designed for the test submission for school project for module T331 Game Design Workshop. The theme given to us is "7 Sins of Hells". Elves Journey is a 2D platform game whereby the player would need to collect stuffs before the time runs out. The team decided to focus on the theme Sloth and the side theme of Christmas.

In Elves Journey, players controls the lazy elf whom is sent to the Earth by the Santa Claus to take back the Christmas presents for the childrens that is dropped. The player would need to destroy/avoid obstacles and the Gingerbreadman to take back presents before the time runs out or before the elf dies. In addition, the player would need to constantly remind the elf of his mission before he falls asleep! Falling asleep delays you from getting back the present on time, or worst still, dies!!

Would you be able to take back the presents for the childrens?


Personal Detailed Concept/Report for Elves Journey : Download


Screenshots

                     


                    

 

Gameplay Video

HexaRun

Game Type : Analog Game
Role Taken : Game Designer / Devil Advocate
Credits : Irwan Shah | Jonathan Chia | Mohd Syafiq | Terry Ong | Choo JingJie



Synopsis

Designed for the test submission for school project for module T231 Analog Game Theory. HexaRun is a simple 2 player game whereby the players would be racing to the end point to win.

In HexaRun, the 2 players would start at the same beginning point and there would be a fix end point. The paths to the end point is randomly placed by the players at the beginning of the game and the player can choose whichever path they want to take to reach the end point. Different path would lead to different outcomes and there would be cards that the players can use to their advantage as well.

Apparently, there is 2 types of gameplay available from HexaRun. 1st type being the Normal Gameplay where the paths will link with the end point. 2nd type being the Recycler Gameplay where the paths does not link with the end point, and the player need to recycle the paths to join them up throughout the game.

HexaRun is quite similar to Settlers of Catan whereby hexagon tiles is being used for the game. The reason of choosing hexagon tiles is basically it is more unique and more interesting as we can design more concept with it compared to square tiles. To make the game more special, we decided to implement the concept of not using dice as movement which most analog games would use, and the only area that dice were used in the game is for the tile effect. The idea of using hexagon tiles, not using dice as movement and etc to make the game fun and interesting is definitely challenging.

Screenshots

 (Normal Gameplay Setting)
    

 


(Recycler Gameplay Setting)




Video

Layout Overview of HexaRun

Gameplay of HexaRun



Game Design Document

The GDD for HexaRun can be downloaded HERE.