1 / 13

Gone Fishin’

Gone Fishin’. An iGDD Production. Brought to you by:. Isaac Cho Nicholas Crook Hunter Hale Jasper Land Laura Vandivier Executive Producer Dr. G. Michael Youngblood. About Gone Fishin’. We set out to create a whimsical fishing game.

kelvin
Télécharger la présentation

Gone Fishin’

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Gone Fishin’ An iGDD Production

  2. Brought to you by: • Isaac Cho • Nicholas Crook • Hunter Hale • Jasper Land • Laura Vandivier • Executive Producer Dr. G. Michael Youngblood

  3. About Gone Fishin’ • We set out to create a whimsical fishing game. • Players would be able to move around on a map and select where to fish. • The game was to be a loose translation of Laura Vandivier’s fishing game.

  4. How to Play • Players move their boat on an overhead map to where fish appear. • When fishing, players land the fish by correctly completing a rhythm sequence. • If a player waits too long in the rhythm sequence, the fish escapes.

  5. About the Fish • There are four sizes of fish in the lake. • Small • Medium • Large • Huge! • The bigger the fish, the longer the rhythm sequence.

  6. Design • We wanted more interaction than random number generation to determine whether the player caught a fish. • After many ideas, we decided to use a rhythm-based style where the character would have to reel in the fish by correct button presses.

  7. More Design • We decided to make the fish appear in different sections of the lake, otherwise the player may never move from the starting position. • Much like with real fishing, when the game ends you see how many fish you caught and how large your biggest one was.

  8. Development • Implementation would come first. • Making it look pretty would come later.

  9. More Development • The game has two fundamental player-interactive sections. • Moving on the overhead map • Fishing with the rhythm sequence

  10. Overhead Map • The overhead map was done using a collision map with an overlaid image of a lake. • The boat was then drawn on the map using a sprite sheet. • Fish and other objects would appear randomly on the map.

  11. Rhythm Fishing • A series of pre-defined rhythm sequences were used. • The player would have a timer for the rhythm sequence. • If the timer expired, the fish would get away. • If the player caught the fish, they’d find out its size.

  12. Demonstration

  13. Questions? Thank you!

More Related