We began this project by trying to come up with a game that could be optimized
for a mobile application and had something to do with music. Both Tina and I
originally were interested in creating a game that pulled from popular culture
and aesthetics, so we settled on creating a game about Coachella, a popular
annual U.S. music festival. We were also really interested in the
Vaporwave/Synthwave design trends, and decided to place the setting of
the game into a futuristic space world, making the final concept of musicians
racing to the moon to perform at the festival.
The endless runner-style game structure was inspired by the game Alternate,
where the player had to move their character to avoid getting hit by lightning
bolts thrown by another character across the screen.
We replaced the throwing of negative objects with objects the player
had to collect, and restricted the movement of the player to the y axis
to increase the game’s difficulty.
In our game, the player plays through four different rounds as a unique
performer flying on their way to Moonchella. The player must avoid colliding
with obstacles that vary in each scene and collect 5 clothing items so that
they are dressed to perform. Once the character is fully dressed, the player
advances to the next level, which contains a new set of characters, items,
backgrounds and music. After all of the rounds are completed, the player
gets to watch and listen to a short animated performance by all of the players.
Some original drafts of the possible characters:
Junyang helped us set up Perlin Noise generation of the obstacles
and items, and constrained them to our playing scene using the map
function. Additionally, because each character had to change its
appearance when it collected a new item, they were coded as objects
that changed states based on the items they collect. We used a lot of
arrays in this game to hold the various clothes and iterations of each
character, as well as the background music and sound effects. Most of
the changes in the game were triggered by a global game state that changed
once the player collected enough items. Tina also implemented particle systems
in some of the background to add more depth to the parallax, an example of
which could be seen in the second level of the game.
When we were originally creating this game and wanted to make
it functional on an iphone, we wanted to use functions such as
Touch and mouseIsPressed and drag the player character up and down
the screen. However although this may have worked better for a
touchscreen, it created an unpleasant user experience in the desktop
version, so we decided to use the WASD keyboard controllers instead.
If we were to continue working on this project, we would find a way
to also make it playable on a touchscreen device. Additionally,
we would add increased difficulty with each level, because the first
three levels of the game are currently at a relatively similar playing
difficulty.