Roles: Project Manager, Gameplay, Level Designer
Development Length: Ongoing
Independent Project
Bomber Balls is a creative reimagination of classic old Bomberman.
Kill and race to the final level plane to win against three other players. Make use of pick-up powers such as invisibility, phase through walls, as well as slow and reverse time.
Keyboard
WASD (movement)
Spacebar (drop bomb)
Shift (use power)
The team consisted of 1 producer, 3 designers, 3 programmers, and 2 QA testers. After some brainstorming and team building, a favourite interest in developing a racing game and a shared love of cats. Hence the aspirations for Zoomies were born. With 4 weeks of development time, the gameplay had to be simple yet fun for
Running around, under, and jumping above furniture at a high pace.
Give players the chance to push and compete against themselves and their friends best time
Enjoying the cartoony style and upbeat music.
Level design in this racing game has a very high and close relationship impact on gameplay. Hence I was happy to take on both gameplay and level design roles, especially since in the early phase gameplay could only be done theoretically and researched.
In a single-player racing game such as this, increasing/decreasing the required best times for each medal (gold, silver, bronze) naturally directly increases the degree of difficulty.
Our game needs to have a high level of replayability and fun factor. Since the player will try to beat his/her best time, again and again.
High Risk, high reward. Cutting corners or timing the jump just right should feel good when it is being pulled off.
A failure such as a crash from a missed jump or a high pace collision should lead to the player wanting to restart and try again right away. Being and staying in the zone.
The game can be a short fun experience while waiting for something, cute for cat aficionados, and really challenging for those who want to master and push themselves mechanically.
Having the artists work on the bigger pieces first allowed me to replace the blockouts early on, testing how the level would affect the gameplay.
Building an apartment naturally comes with modularly putting different-sized rectangles next to each other. I start this process right away in miro. Looking for references and layout ideas, that would both be realistic and open interesting track opportunities for later..
After presenting my level design concept (see picture modular design), I presented and got feedback from my dev team. Taking that into account, we wanted a more familiar, American home most of us from movies and tv shows.
Having the level design locked in with the team, duplicating and creating numbered checkpoint icons, which would be the player route was up next. Using all rooms and tracks becoming slightly more difficult and longer was our goal here.
The philosophy is that speedrunners will get gold medals soon anyways, but then push their best gold medal times by a fragment of a second. While less skilled players have a fairly easy time getting bronze and being motivated to get higher medals over time, having tasted some medal success.
Besides having checkpoints, and closing doors to certain rooms, we made sure players could not get lost. A low effort action with a big impact.
Going through my games library and trying to remember games that have a cat like movement.
I did land on the reignited Spyro trilogy and started playing and taking notes.
The basic speed and acceleration into sprinting and jumping felt very close to what I'd imagined and wanted for our cat.
A very popular game, with a smooth and praised movement set, was a good pick as a goal I thought.
After playing, I asked my fellow two game designers for their opinion and we were on the same page.
Going through my games library and trying to remember games that have a cat like movement.
I did land on the reignited Spyro trilogy and started playing and taking notes.
The basic speed and acceleration into sprinting and jumping felt very close to what I'd imagined and wanted for our cat.
A very popular game, with a smooth and praised movement set, was a good pick as a goal I thought.
After playing, I asked my fellow two game designers for their opinion and we were on the same page.
Since I found Spyro, I now wanted some more actual cat references and therefore researched cat content. Especially for the run-into-jumping animation. Since jumping over objects is one of the most fun and challenging gameplay moments. Yet the angles and length of jumps are very distinct for cats.
Cats can jump very long when they're running, but very high when sitting still. Programmers were able to make that system logic on a very basic level, but since it could have been much better, hence we limited ourselves with the amount of verticality/high jumps in the game.
Since our game was to be a racer the one cat ability that's famous and was to be left out is climbing. It would just not fit into our game flow.
The cat can jump as high as tables, sofas, beds, kitchen counters, and stacked up moving boxes require it to, but not higher.
Having 3 medals, the question of how far to spread them and to balance how hard the game should be was the biggest challenge.
Watching people play and see where they struggle and succeed, the number of
Gradual increasing track difficulty was something natural. So the team tested and recorded results on miro, which went pretty smoothly and turned into a sort of competition in lunch breaks and after work.
Getting an understanding together with the programmer(s), of what values we would have, I asked for everything to become a public toggle number.
In order to try and improve the player movement bit by bit and keep track of numbers, I created this table on miro
Having other designers and programmers/artists available to test quickly and give the numbers I wanted them to test and also allow them to play around individually was very effective and efficient.
We went with Unreal Engine's 4.27 experimental chaos version, since working with chaos while having level instances was decided to have an upside. In the end, however, while interesting to learn and adjust to a process of multiple people being involved in using a new system, there was too much of a negative impact.
Crash errors even with industry mentors and teachers couldn't be ironed out and a swap to unreal engine 5 was not timely or realistic.
The general feedback was that is a simple but nice game and well-scoped. The simplicity was pointed out, and that of course everything could be made more advanced, with animations and more cat-like abilities such as climbing, different surface behave differently if we had time and animation specialists.
We got the feedback that the game would have good potential and in the state, it is in, without the crashes would be a game our industry jury would be willing to pay around 5$ on steam or as a mobile game. That made me very happy and fortunate to have been part of a team that was on a human and skill level very capable.
Having the checkpoints placed out and avoiding too many vertical jumps, since that is not technically something we could achieve in our limited available development time, is something that I could have done sooner.
Being ahead of schedule can save your butt, losing half the team for nearly a week due to covid, would have hit our game project really hard.
Luckily we scoped our game to be fairly modular and we were doing well for time, but having as much contingency plan b and c outlined is important.
While the basic game as it is has received positive feedback, with additional features the game could be so much better. To name a few, wall running, the floor is lava or multiplayer catch me if you can, hide and seek would be worthwhile to look into.
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