Category Archives: interaction design

Final outcome

The Gameplay: (made by me) (The red circles/swipes represent someone touching the screen) The Customization: (made by Matthew Hamill) Presentation: (made by myself, but with contributions from the whole team. Put on Slideshare by Matthew)

The armour/weapons would give the character power-ups like increased speed/faster reactions/increased strength etc. The final outcome was exactly how we had envisioned it: a simple interface with interesting visuals and a pretty awesome customization menu. There was one tiny problem, I tried to add a faint background for the actual gameplay (running part) that would change (lighter or darker, friendlier or scarier looking depending on whether you were the Lightsider or Darksider) when you switched character, but when it came to rendering the file it just turned block red, so that was a failure. Looking back, I think we may have played it safe with the endless runner concept, but we tried our best and I am pleased with what we all achieved. Goodbye Splitworld. We had some good times.

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Conceptualising

armour ideas darkietemplateconcept2 concept3 concept4 concept16   lighttemplatelightesider ideasdarkinterfaceruun

logo

I made this Darksider on the game "Spore"
I made this Darksider on the game “Spore”

We began by simply compiling all our ideas for the game. In the end we decided that what we wanted was:

  • Endless runner
  • – App game
  • Can switch between Light/Dark at any point
  • Lights/Darks have different abilities for instance Darks can smash through walls and Lights can crawl through small spaces
  • Collect objects (power sources for the drills?) like how you would collect rings in Sonic etc and you can use them to buy upgrades like better armour/weapons/warpaint that affect your stats.
  • When you play as a Lightsider you’re in the Lightworld and when you switch to a Darksider you’re in the Darkworld but the layout of the level is exactly the same with only very minute colour differences, so basically the two Light/Dark characters are progressing exactly the same.

The Logo is very clearly inspired by the Yin Yang symbol.

Drawing inspiration

http://appadvice.com/appguides/show/endless-running

“The concept of an endless runner is simple. You run until you die. Despite its simplicity, endless running games are among the most ubiquitous and popular games in the App Store. This AppGuide looks not only at “runners” in the strictest sense, but also at games which capture the spirit of the endless runner. These include games with other types of endless motion, as well as endlessness in dimensions other than the horizontal.” – from the above website

After considering gaming styles like a simple 2-hit battle game or something more complex like a RPG Pokémon style game we decided to go with an endless runner. We came to this conclusive decision based on these images:

opening style test

Shot3: Lights start drilling

We learned that the linear black and white element of the drawings was a big hit when we received our feedback, so we thought we should elaborate on that aspect, and make the characters run along in a straight line.

We came up with the idea that our characters should be chased by a giant broken drill and need to run for their lives.

Interaction Design

Our final task of the module was to create any form of interactive media starring SplitWorld.

http://www.chrispie.com/wp-content/2009/10/684px-Interaction-Design-Disciplines

There were so many different directions we could take this project in and it was a task to narrow down our decision.

We looked up some statistics and we found some numbers on mobile app downloads:

http://www.statista.com/topics/1002/mobile-app-usage/

And after reviewing the statistics we decided that the best course of action would be to create an App game available for Apple and Android products as they have the biggest marketable demographic.