Skip to main content

Ballbot Arena Project Reflection

What Went Well

I am pleased with the outcome of the project and believe it is a good demonstration of skill. It was also an effective way of teaching myself new technical design skills and a project I am happy to add to my portfolio. There is a good range of weapons in the game that will keep players engaged. The way this project differs to my previous ones in the fact that, with some polish and real artwork, it could be released as an actual game rather than a prototype or proof of concept. It is similar to the small, simple multiplayer games on Discord.

Specifically, I think the camera functionality is a highlight of the game. It is easy to use for the players to pan around the level and view different angles, and it also does a good job of following the action of the game so the players always know what is happening. Another successful mechanic was the level event system. Each level had its own unique event that would occur at the end of each round when all the player have had their turn. A train would set off in the toy room and hit players on the track, encouraging strategic play to stay away from the track or using displacement weapons to move enemies onto it. In the garden, a mole would pop up in a random location and launch players away, introducing a chaotic aspect to the level so potentially disrupt players' strategy and force them to think on their feet.

What Could Be Improved

I believe the thing that would be most effective if executed perfectly is the level destruction mechanic. I experimented with Unreal's chaos physics to create destructible objects that crumble when hit with explosions. However, this often behaved unusually so I didn't spend the time to make all objects destructible. One of the most enjoyable aspects of the Worms games is the way in which the level falls apart around the players as time goes on, making each round slightly different from the one before. My game included this to an extent, but I think a more comprehensive implementation would have improved the player's experience a great deal. 

Another thing that I would be able to improve with time is the breadth of weapons available. I think the current weapon menu provides a lot of options but artillery games never feel like there are too many choices and more weapons only contributes to a more exciting exploration of the game.





Comments

Popular posts from this blog

Semester 2 Submission

Project Outline This project is an exploration into player feedback and player reward in game mechanics. I have explored this by creating mechanics in Unreal Engine, imagining how they might be used in a game, and how a player might feel when using them. This exploration progressed into player reward in puzzle scenarios, which links into my current area of research. I looked into how visuals can create a language that the player will learn to understand while playing the game, and will guide them through problem solving in the game.  Project Context My semester 1 project was a core puzzle game, meaning the game was centred on a central puzzle mechanic and expanded from that point. I wanted to explore a mechanic that was more of a peripheral puzzle that exists as side quests to the main gameplay. Many popular game series have main gameplay mechanics with puzzles along the way, such as Batman Arkham, Resident Evil, and Tomb Raider. As these types of games are extremely popular and (a...

Design Inspiration Semester 2

First person adaptation I decided to switch the view of my game from third person to first person. I made this decision because movement around the levels would sometimes give the player a confusing perspective (if they had their back to a wall for example). I moved the camera to instead hover above a pair of arms, that would be used to show the hand movements from a first person perspective. The challenge now was to recreate every animation in first person instead. I looked into first person games that think have good first person hand animations. I think Dishonored (2012) is one of the best example, as it relies heavy on the tools and abilities that centre around the player character's hands. One of my favourite aspects of the design is the way the knife moves from a regular to a reversed grip when entering stealth. The knife is clearly visible and serves its purpose in both grips and it tells the player they are in stealth mode without the need for another visual prompt (there i...

Semester 2 Project Progress

13th January 2025 To begin this project, I am experimenting with creating different game mechanics. This is to build up a repertoire of skills in Unreal Engine and also see if any mechanics seem as if they can be adapted or incorporated into a game. I began by using free assets to make a character that can run around and execute an attack pattern. This was just to experiment with the assets and create a character that I could test other mechanics with. The first mechanic I created was one that lets the player grab an object and pull it toward them. When within a defined range, the player's reticle changes shape to indicate to them the object they're looking at can be grabbed. Grabbing it moves the object on an arcing trajectory toward the player. This could be used to grab a weapon to use, to bring an enemy closer to be attacked, etc. 14th January 2025 I added functionality for the player to hold an object and attack with it. When an object is pulled toward the player and reach...