Aerium: Prototype Alpha/Beta

Hey guys!

I have so many ideas for the development of my game Aerium that I almost don’t know where to begin.  Right now I’m just working on what appear to be the most exciting aspects, and from there I usually end up coming up with the next step.  I have a Google Doc of notes I’m keeping (things I debugged, things I need to add, etc.) and it’s nearing 3 pages now.  This post mostly talks about two different staircases I’ve made.  In this GIF the placement is a little awkward since they’re both right near each other but I had just gotten it to work and here it is!

A constantly generating square staircase! And a cylindrical staircase that rises with your actions!

Of the several people that have test-played my game, I think basically everyone has tried to jump around on the bubbles to get to the top.  I remember my first game in this class back in October had platforms that encouraged the player to reach the highest point in the game as well.  I didn’t realize just how often this strategy is incorporated into video games, or how natural it is for people to want to reach to the highest point because there is something innately rewarding about it.

With that in mind, for Prototype A I’ve tried to code this staircase that generates steps over time while spiraling upwards.  To make the staircase, I referenced many forums and wrote a code using the IEnumerator function.  The example I looked at used the IEnumerator to spawn random enemies, but I used it to generate the steps.

After coding the staircase, I realized that the player wouldn’t stay on the moving platforms, like I would have figured intuitively.  Instead the FPS Controller stays in place while the platforms just kind of slide underneath them.  This could be useful for something else, but of course it’s not what I want right now!  So the solution I found on YouTube was to parent-child the FPS Controller and the platform; by adding a second box collider to each square “step,” the FPS controller becomes a child of that and thus moves with it.

The only problem with that is because the staircase is rotating, it affects the rotation of the mouselook of the FPS controller as well. When you first get on a step, it’s not a huge problem thanks to Patrick’s help with the code.  Now, entering once and exiting once appears to be alright.  It’s only when moving quickly between steps like running up or down them (repeatedly entering and exiting the collider), that you actually shift rotation so much that it quickly directs you to the side and you’re falling straight off the stairs *facepalm.*

For now I’ve left it as is, while I develop the rest of the game (I need to develop multiple levels, fix my title and credits scenes, etc.) which is more crucial to the look of a finished game.

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For Prototype B I worked on a second kind of staircase (in the GIF it’s the cylindrical discs).  For each pink orb you collect, the staircase rises a bit, and by collecting all of them you can then climb to the top and collect the golden orb.  I like that the floor is glass because then the player wonders how they can get on those stairs, and where it will take them! 🙂  Making this was waaayyyy faster than the generating steps, and I actually think this is nicer because it’s interactive.  On the first staircase, once you hop on you just kind of stay there as it takes you around.  On the second one I make you jump and work for it!!!  But the one that constantly moves… I’m thinking of using this to make a single platform that takes you from one level to the next perhaps?  We’ll see.  Many ideas.

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On a final note, I’ve been thinking a lot lately about the importance of playing different kinds of games to expand my own visual “library” of ideas and references for when I make my own games.  After picking the colors pink and yellow (seemingly at random!) for the spheres, I realized just how much the PS2 game Jak and Daxter influences my ideas for game design.  The pink orbs look like precursor orbs, and the yellow orb is like a power cell.  That game was the first PS2 game I ever completed and I still think about it.  Also there is a point later in Jak and Daxter where you can see a power cell underneath a layer of ice, but you have to go through some obstacles to reach it.  This looks like the staircase underneath the glass floor that I put in my game.

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Anyway I hope this post isn’t too all over the place, but these are all things I’m thinking about which is a part of my development journey!!  I’m super excited to keep working on Aerium and then to present it with all my classmates next week at the ModLab!  It will be like Day of the Devs but we are the “Devs” XD.

Good luck everyone on their games!

-Erica  12.1.2017

6 thoughts on “Aerium: Prototype Alpha/Beta”

  1. Wow, Aerium is coming along nicely! The pallet of Aerium is making me feel super chill and calm;, it’s such a pretty gamespace! I like how you discuss in this post the challenges you faced in developing the stair cases and how you found solutions with youtube videos and assistance from Prof. LeMieux. I’m impressed with your ability to problem solve creatively!

    1. Hey thanks Becca! Yeah definitely, the visual look of the game is something I want to be calming and serene. I still have to look at the different Skyboxes from Unity you mentioned 🙂 I want to change the skybox somehow; once I do that, all the light blues and light greys will be switched. However I think it has the potential to really change everything up, probably for the better (less grey could appear more lively/friendly?) while still being calm-feeling… haha. Thanks for your comment!!

  2. Hi, Erica! I figured there was some intense coding behind the moving staircases when the game was shown yesterday, but it sounds like there was even more to it than I would have guessed! The steady, calm movement of both staircases really added to the ethereal environment you’ve been building in Aerium, as did your color choices! (On that note, I know what you mean about suddenly realizing what your color palettes are inspired by!) Not only did the layout, color, and lighting of the environment create a feeling of calm and wonder, but the movement and the way that movement draws your eyes up really contributed something special, as well!

    1. Hi Violet, and thanks!! Yeah I really didn’t anticipate how many things would come along with the code for moving platforms haha. Earlier this week I was thinking of just using the randomly spawning staircase for decorative purposes since it was hard to fix the problems I was having. On the other hand I spent way too many hours on that to not put it to some use! In the end it added an extra level of challenge and hopefully gave a sense of wonder to the player as they try to reach the top. I’m secretly relieved that most people just stay still when the platform starts moving them, because it’s only when the character moves between or off the platforms that you can see the rotation problem XD.

      I think my background in art/design naturally makes me want to create spaces that look nice to the player, so I’m really glad you liked the ~ethereal~ look!! Especially the part you mention about looking upwards, I find myself always doing that (looking at the sky, looking at clouds, etc.) and I’ve always loved large, airy, atmospheric spaces, so I wanted to incorporate that into my game 🙂 Thanks for your response!!

  3. Hey Erica,
    I really like your game! It’s interesting to feel being surrounded by those beautiful bubbles. Also, the rising staircase is a great idea for this game. I really like the puzzle you created as well, like every time you eat a pink bubble it helps the staircase rise up a little bit. And you have to find out every single bubble so that players will be able to be at the top of the giant bubble and to win this game! The view at the top of the giant bubble is BEAUTIFULLLLL!!!
    Elle

    1. Hi Elle!!
      Thank you!!! Yeah I wanted to make this a game that was nice to look at, where you could find interesting viewpoints and simply enjoy the visual aspect of the game. I originally didn’t intend to create a puzzle game but I’ve always loved playing puzzle or strategy games myself. After watching others play my game, I noticed many didn’t collect the pink orbs at first, but they had to backtrack and grab them later on. I think it adds some mental challenge XD Thanks for your comments!!

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