Roles: Gameplay
Development Length: 7 Weeks
FutureGames Group Project 3
In No More Monkey Business: you play as a working monkey who has been wronged, in a fast-paced top-down game with a lot of destruction. Punch, throw and slam your way through 4 levels of colourful office floors while avoiding the security guards.
Keyboard
WASD - Movement
Left click - Punch/Throw
Right click - Pickup
Space - Jump attack
The team consisted of 5 designers, 5 programmers, 2 artists, and 1 QA tester. Doing prolonged brainstorming and conception, we chose to make a game that is experimental and has some technical depth (chaos system for destruction), an arcade-like feel, and silly humour.
Being able to destroy your environment and feel like a force of chaos
Experiencing satisfying sounds and visual effects
A cartoony colourful style
We went with a very human-like walking and punch animation due to scope and what was achievable well. The jump attack certainly is the most exotic making you feel like a monkey in the movement set.
The focus of the game is juicy destruction, hence the combat gameplay was intended to be a side dish, something that adds more value to causing chaos. You can be stopped, but you can become unstoppable.
While our game is short with a total of 4 levels, the game time will be between 5 and 15 minutes depending on player skill, and the replayability is somewhere around medium, some people just enjoyed the juice and premise quite a bit, but further work would be needed.
Such as levels and more enemy variants, along with a feature such as a high score and combo meter to motivate frequent playing sessions, where you attempt to beat yourself and your friends.
As juicy destruction and an arcade-like feel were pretty much at the core since the very beginning.
The question to be asked was, what move set was suitable for our monkey character and what was achievable with our team's skill sets.
While Donkey Kong is the ultimate video game monkey, I tried to think of other games I've played and two characters were interesting to me.
From Overwatch, Winston's leap and Doomfists punch felt like a match, so recorded this video and presented it to the group.
We wanted to try and make a very classical 8-directional snappy movement, befitting of the arcade game we envisioned. However after some playtesting, internally and externally, we decided to swap back to a simple free movement. The upside of accuracy simply outweighed nostalgic charm, which would have come with a bunch of challenges and compromises we didn't want to take on.
I specifically wanted the punch ability to feel satisfying, given it is the primary attack and very frequent. Hence it was a discussion and progress that included a fellow designer passionate about gameplay, our tech designer, and a programmer that has previous professional 2d animation background. An all-around interesting and satisfying process for me.
A secondary attack ability besides the punch, that would be fun itself, but also complimentary was wanted. The jump was favourite given that it is simple yet effective and we couldn't spend too much time on it. While other Donkey Kong-like abilities would have been similarly fun, realistically, but were not an option due to our scope.
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.
Starting off without any punch VFX was too bland
After finding references and talking with a fellow designer, that was doing VFX we put a very simple glowing white sphere around the fist.
In the final version of the game, it was made a bit smaller by a democratic decision. While I'd like it to be personally bigger, it does add something to the punch along with the sound and screenshake.
For the punch to feel fun, I had the pleasure of working quite a bit with fellow designer Halldór Kristmundsson and we were on the punch and jump attack VFX.
I did mostly the research and exchanged ideas with him and that process was very productive and fun.
Additionally, programmer Martin Ohlsson, who has a background in 2d animation, took a simple mixamo animation and made it into something much better.
Those two were a delight to team up with.
One scenario was enemy waves that the players would have to face. Yet while that is fun for shooter-like games, I and my fellow designers agreed that for our melee-focused game that would be a flawed experience. Since the most fun is to outrun or pick off one or a couple of enemies here and there, in between causing destruction.
While having 2 or 3 different enemies would have been one of my main wishes, it was simply not feasible with our resources (modeling, animation).
But instead of just spawning in enemy waves, having the 3 AI states and a completely controllable spawner, which was made together with programmer William Sundin.
Since we only had the resources to create one simple enemy, to make the most of little, focus on where and how many were a priority. Giving our base enemy 3 different AI states, and controlling the amount of time elapsed and amount of police spawned was a good solution.
I and programmer Michael Gorkiewicz were the AI feature team, creating the design and blueprint logic of the AI.
With the help of miro and just good free communication, we made a good team and I eventually created the AI behaviour tree (on the right).
I bounced the concept off my fellow designers and received positive feedback and some questions, which allowed us all to have a good picture of what we wanted.
Having never done AI before, pieces falling into places, such as the police model, the animations on top of it, and everything finally working out was as complex as fulfilling.
I talked to our QA tester, Nicolas Lövgren, and showed him how the placing out of spawners and the different AI states work. Which allowed him to make scenarios and test them himself as well as my suggestions.
A clear vision where the individual parts of the game are befitting of the complete game. The combat could be more, in terms of animations, enemy varieties, and polish, but given the time and tech trouble was assessed as good. The one mechanic that we did talk about but had to lay on ice was a combo meter, which would have added quite a lot of satisfaction and challenge to the combat and overall gameplay experience.
Only chose what you can master, and learn with good documentation/support available. Double or triple the amount of time needed to solve issues if you have a short development timeline.
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.
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.
Since we had problems of a technical nature and although they were unsolvable by even industry mentors, simply an engine shortcoming, it was a difficult balance between pressing for alternatives and trying to wait and making the best of it.
The team communication was very good, but it's hard to say whether pressing harder, earlier to try and see if the project could have been moved to Unreal Engine 5 would have been better.
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.
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