Mr monocle – pipeline pdf
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Transcript of Mr monocle – pipeline pdf
Isaac Tingey & William Cafferkey 02/04/14
Mr Monocle – Pipeline Ideation Mr Monocle is an original IP (Intellectual Property), before we even created characters or gameplay our initial idea was always to make the game a Mario/Temple Run cross over, a 2D 8-‐bit side scrolling endless runner, we then randomly came across the idea of a pig running from butchers because it was abstract and hadn’t been done before, however we wanted to add a random twist to it so we decided the game should be a fantasy and the pig should wear classy clothes (A top hat and a monocle) this is where we thought of the game Mr Monocle. We then thought that there should be a lead evil butcher that sent out his evil minion butchers and also floating strips of bacon. We did lots of research in to modern 8-‐bit games such as Canabalt and Flappy Bird, which were both highly popular side scrolling 2D endless runners. Both of these games gave us inspiration for how our character will move and how our other game mechanics will work. We also did research in to GameSalad and got a basic idea of how to work the software and how it will fit to our games ideas. Pre-‐Production In pre-‐production we began work on character design and concept art. We began by designing the pig and what features he would have, originally he was never going to have a top hat but we thought it would give the pig more class, as he was a ‘classy’ character. We began work on the music in Garageband in pre-‐production because we did not think it would be that great of a feature in the game, we also had our mind set on how we wanted the music to sound. We also created a digital flow chart on how the game would work in theory because it helped us to understand how our game mechanics would work. Finally with the solid idea of how our game was going to work we made a paper prototype video. Production In the production stage we first used an online programme called ‘piq.codus.net’ to bring our concept art into the game. We used the 8-‐bit style to create all of our characters and the game world. Next we put our characters into Gamesalad and started to create the game with the help of tutorials. Whilst creating the game we were always making slight changes to how the game looked and played, for example we originally had two jumps, however to make the game work better we implemented a third save jump. We added menu screens and animated various features within the game. For example making the legs move of Mr Monocle and the coin spin round. Post-‐Production Once we had our initial game controls and functions we then started to test our game to see if it was fair. We came to a conclusion through feedback that the game needed to be less of a challenge at the start and get gradually harder as the player progressed, for example we added a third jump mechanic that we called the ‘save jump’. Once the game was pretty much on its way to being complete, we released a gameplay video as well as screen shots. We also gave the player an option of weather or not they wanted the music to play in the game, we did this by making a sound icon that you can click to turn the music on or off.
Isaac Tingey & William Cafferkey 02/04/14
Post-‐Mortem Once the game was completed and playable we then had to think of ways to better it even more, one way we did this was to create a walkthrough for the game, a two-‐page document to help the player understand the best way to play Mr Monocle. Another thing we did was create a document of the gradual progress and transformation of the game world. We spent time getting final feedback on the game from our peers, once they had mainly agreed that the game was fun, challenging and most importantly now playable without a level of impossibility we decided that the game was ready to be released, before we released it we created a 10 page pitch document for the game that put across all of the games features and processes to an audience of game publishers.