Game Design
MAU was made to be a puzzle platformer with a total of 9 levels with no loading screens.
MAU was made to be a puzzle platformer with a total of 9 levels with no loading screens.
Concept to Final Product
Challenges
The concept of MAU was pitched by my classmate and team leader Sarah Ziebarth at our classes pitch session when picking games to develop. It started as puzzle based mummy cat game with the idea of collecting its body parts as you progress.
I at the time was pitching my game called Soul-Lo where you played as a frail spirit possessing enemies to use them to do puzzles and fight/platform through levels. A lot of my ideas of player interaction and the health mechanics of MAU came from early concepts of Soul-Lo. Both games had similarities which allowed me to work extremely well in the team and fine tune the gameplay and heart of the game.
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The game from pitch had very little direction at first. Puzzles and platformers have all been done before and they are fairly broad. I took the idea of collecting body parts and ran with the idea of collecting the 9 lives of the dead cat as you go through the game. This allowed for players to self scale and by making the core idea around health the level design could really excel at making the game feel fun yet difficult where the player picks their difficulty.
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Scope and Development Time
Challenges
MAU is a puzzle platformer with a total of 9 core rooms with many interconnecting hallways. The scope of the game was ambitious from the start due to wanting unique puzzles and mechanics in an exploration heavy game. However, it all was completed and presented at the Stout Game Expo in Spring 2022.
The time we had to make MAU was less than 5 months. We also only had a team of 3 artists and 2 coders to make the game a reality. Given that I pushed for a more modular design model due to my previous experience making Minecraft resource packs.
I took up many art and design roles since our team was so small. I designed Gameplay, Levels, Tiles, Environments, Water, Fire, Foliage, Interactables, Ground Clutter, UI, Custom Font, and Menus.
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Relaxed but Tactical
Challenges
MAU was made to be a fun easy going game where players explore and navigate through a pyramid. We knew from the start that we wanted it to be challenging at parts in different ways such as parkour and puzzles. With the idea that it gets harder as you get higher in the pyramid.
We wanted speed running to be something that players could do if they chose to. Not all 9 lives are required to end the game, but all 9 lives are required to get the good ending. That way players can play how they would like and still feel rewarded.
Making a game feel hard to some and easy to others is a hard task to fulfill. However, by making heath acquirable it gives us freedom to design levels in a way where difficulty scales based off of player choice and progression.
Wooden Spikes for example do 1 life of damage. That can kill you at 1 life. However, the more lives you have the less things hurt which gives the player a sense of power. By progression standards trap and enemy frequency increases in higher areas which counter balances the higher expected health players might have by that point. This also makes speed running with low health more challenging and rewarding for those who want the challenge.
A One Level game
Challenges
MAU was made to have NO loading screens from the beginning and as a group we made that core to the game. We felt that loading screens did not work well with our idea of non linear progression moving up and that it would cause more confusion than not.
One level is a lot to load all the time given all of our layers and assets we have. To make our "One Level Game" we used collision checks to unload and load levels to reduce strain on the computer and still keep our smooth gameplay.
We used GitHub for main file transfer. However, due to working on one large Level to keep our core rule of no loading screens it caused some conflicts when multiple people were working in Unity. We came up with the solution to use Prefabs to design levels and then import the prefabs into the main level so we can all work on multiple parts at the same time to maximize our efficiency.