In seiner Funktionalität auf die Lehre in gestalterischen Studiengängen zugeschnitten... Schnittstelle für die moderne Lehre
In seiner Funktionalität auf die Lehre in gestalterischen Studiengängen zugeschnitten... Schnittstelle für die moderne Lehre
Stroked is a jump and run game without the Jump for Apple iPhone and iPad. You have to control a rotating stick through tiny and sometimes blocked courses.
In Stroked you have to control an unnamed rotating stick, who is looking for his lost dimension. As the stick you have to move through many restrictive levels without touching the walls. If you still touch the walls you get a plus of 3 seconds on your timer and lose a life. After 3 touches you have to restart at some checkpoint that you’ve entered before or chose to restart the level from the beginning.
The levels are tiny, so better be quick to get through the tricky passages. Sometimes you even have to wait or avoid some creatures that don‘t like you and try to destroy you.
The goal of Stroked is to reach the end of the level in the shortest time as possible. After each finish you will be rated with stars. The more the better.
To control the stick you have to tilt your phone wisely. If you add to much force you will end up vanished at some evil wall.
You can always be better than your latest try. Focus on beeing faster to satisfy your personal „one-more-try“ needs!
To rate your latest try you will be rated with 1-3 stars. To reach a 3 star level, you have to beat the developers best score, so you have to be very quick!
Inspired by dark noir, old black & white movies, mixed with elements of paper.
The stick is a creature that has lost it‘s second dimension, so it‘s just a 1D sprite. You have to help him get his old live back. In the levels there are „dreams“ where the stick has a glimpse of an idea how he normally looks.
Sometimes you will meet some strangers who can give you some hints about your former life, which can be pretty depressing.
At the end of the game the players will see how the character looks.
The stick is constantly rotating. With power-ups like Rotation-switch or steel you can help yourself going through your own adventure. You have to open gates, avoid windblowers, cannons or lasers and generally touch nothing that looks like an evil material or some guy who feels like to obstruct your way to your lost dimension.
To open gates, just swipe them away with your finger. To move your beloved stick around just tilt your phone in the desired direction. If you tilt too much, you're going to skyrocket into something that you don't want to see.
Movement
Specials - Sometimes you will see some checkpoints. Enter them to prevent a total oblivion - Slide gates to get through your way
Levels - Beat all 10 levels in both worlds - Each world contains different states of memories - You will start the level with 0sec on your counter. After the level will be compared to the times of the stars. E.g: - 3 stars – 10 seconds - 2 stars – 15 seconds - 1 star – 20 seconds
The world is bounded by borders. There are corridors, passages, tubes, enemies, lasers, cannons, windblowers and more much, that will try to prevent you to get along. To be nice we're allowing you to start each level at a big cave with much space to get comfortable with your new role as a rotating stick.
Stroked will feature a different colorscheme per world/level. The main color is a always beige. Each level has his own dark special color for the details.
Hier werden einzelne Gameplay-Elemente genauer aufgelistet und ihre Eigenschaften, ihr Vorkommen, ihr Verhalten, ihre Wirkung, ihr Nutzen, ihr Schaden, ihre konkrete Handhabung, ggf. ihre Beziehungen untereinander beschrieben.
Da die Liste je nach Spielentwurf länger ausfallen kann, darf dieser Abschnitt individuell in mehrere Einträge unterteilt werden – z.B. in:
Wall types
Interactive objects (positive)
Interactive objects (negative)
Interactive objects (neutral)
Enemies
Friendly NPCs
Wie funktionieren die ökonomischen Güter im Spiel? Welche gibt es? Wie viele? Wie hängen sie zusammen?
In stroked you have a limited amount of lives. If you lose a life there will be also a +3 of seconds added to your counter. If you lost all your lives you can either restart the level at 0sec or chose to restart at your latest entered checkpoint with the timestamp when you entered it.
Sometimes you can collect an extra life or even some extra seconds in time spread throughout the level.
At the end highscores are time based, the lower the time you managed to do, the better you are.
If you managed to get at least 1 star at a level, you unlock the next one. To reach World 2 you have to collect a specified amount of stars at World 1.
At each level you have the ability to compare your score against the score of your gamecenter/facebook friends (won't be in the FHP project).
Ingame
Main menu
Settings
Sometimes you will encounter some strangers, that already know you. Be polite, and they will tell you something about your former being.
My first prototype of the game, created with PlayMaker for Unity. Password: FHP
Password: FHP
The prototype does NOT resemble the final visual style!
My main goal of the class was to create a fully playable level on the iPhone. There should be some enemies, main functionality like the counter, lives, rotators and highscores.
The hardest part was do simulate a bounce of the player when he hits the wall. Creating a working timebased highscorelist was really hard as well, so i decided to save only the best highscore and compare it with the latest playtime.
Of course i was not able to implement all enemies and features that i listed before, but i managed to add Rotators, moving enemies, rotating enemies and more. My highscoresystem somehow works, and the game even became an additional scoresystem with collectible coins.
Unity is a really beginner friendly toolset, which allowed me, as a non-programmer to create most of the stuff i planned in no time over the few months of the class.
I really appreciate the class that was held by Grit Schuster, and think the FHP should do something like that again in the future.
Every student managed to prototype their vision, which is really awesome because we never assumed that would be possible before.
I started with no knowledge about game-programming and learned the most important topics in gamedevelopment in just a few weeks.
The prototype i've created will hopefully grow to a full game in the future, while i will continue to learn implementing my missing features.