DayDream
Team members: Siim Mardus, Kaarel Loide, Mihkel Pae, Karl Kuusik
Description
The game is about a young boy, whose Marionette gets stolen by his dog. He then goes on a rescue mission through his house where seemingly ordinary rooms, with the power of child’s imagination, become mysterious places. From battles in rain forests to puzzle rooms in ancient caverns, the player receives clue after clue, going on an epic adventure, to save his dear friend.
Features
DayDream – Once the player is in the room where their last clue led to, they can DayDream, which makes the character close their eyes and focus. Upon opening them, the child’s imagination has taken over and the player finds themselves in a mystical challenge room, which they have to complete.
Random level generation – Every DayDream challenge room is randomly generated, so the player can face a bit different challenges every time they play.
Unique item interactions – The player can interact with items around the house, which all act in their unique way – Closets can be searched, lamps can be turned on/off, carpets can be looked under, etc.
Example pictures (from Design Document)
Milestone 1
Milestone description
For the first milestone we created a basic game loop and added a win and lose state. Siim put together the color pallette for our game and created initial art.
Current state of game
Project plan
Pert chart
Color Pallette
UI Mockups + Scheme
First milestone build
Milestone 2
- WASD or arrow keys to move around
- E to interact with objects
- SPACE to push enemies
- ESC to toggle in-game UI
- I,G,M to change UI tabs
5 gameplay elements
1. DayDream
The player can enter DayDream mode when interacting with certain objects in the house. DayDream represents the imagination of a child.
2. Pushing enemies
These enemies try to push you against the walls to get you out of DayDream mode.
3. Shooting enemies
These enemies shoot projectiles in different patterns. The player has to avoid these projectiles or else he is woken up from DayDream.
4. Object interaction
Objects that you can interact with that trigger DayDream or other clues for progression. You can tell that an object is interactable by an exclamation mark that appears on the players head when near the item.
5. Picking up Keys and storing them in inventory
Some doors in the house are locked, you need to get keys to unlock them. When you see a key appear on the ground, just walk over it and it pops into your inventory.
2 units of scalable content (upgrades, items, enemies...)
1. Toy soldier battles
Toy soldier battles get harder each time you complete a boss.
Soldiers are spawned using dataobjects.
2. Boss battles
Bosses are made with dataobjects.
3. Required items for room completion
You get keys from different parts of the game.
Some doors need 1 key to unlock other need 2 or 3.
First UI implemented (3 views)
1. Main menu
2. In-Game UI
3. Pause menu
First sounds implemented (5 sounds)
1. Daydream music
2. Victory sound
3. Footsteps
We have 3 different sounds, each for one step, so it would be pointless to add them here.
4. Teddy's attack
5. Player's attack
First level
Matt wakes up to find his favourite toy, Marionette Bruno, missing.
He then goes to ask the Toy soldier army if they saw anything.
The toy soldiers have unfortunately turned evil!
Matt can turn the soldiers back into lifeless toys by throwing them back to the reality
After defeating all of the soldiers, he receives a key from the chest.
He then finds a room that he can open with it.
Upon entering the living room, Matt decides to look into the odd-looking cupboard.
While opening the upper drawer, he Daydreams, and finds himself in a battle with the first boss - Teddy Krueger!
If the player succeeds, and goes to find more clues!
First character partially animated
Bathroom boss idle animation
Attach:BathroomBossAnimation.mp4
Team picked for review: Fishit
Milestone 2 Build
Milestone 3
10 Gameplay elements
1. DayDreaming
2. Placing traps (Land mines, Bear traps)
3. Dodging projectiles
4. Object interaction
5. Following clues around the house
6. Cutscenes
7. Enemies chasing the player
8. Maze
9. Dropping Lego blocks to make a Lego Key
10. Switching colors so they would match
Screenschots
1. Start sceen
2. First Cutscene
3. Teddy Kreuger Battle
4. Painting minigame
5. Credits
Milestone 3 Build 18.01.2019
Note: Not 100% Complete! Email DayDreamMatt@gmail.com to get the build once it's ready! :)
Fishit review
Quite nice-looking game you got there fellas! Really like how simple it is and how much relaxation it brings me. Using just a few colors, you have shown that a well designed game doesn’t have to be super realistic or done by professionals. The idea is great and the minigame brings a lot of hype. You can vary with minigames as well. Make them different/harder. All in all nothing relaxes you better than this game after 3 weeks of studying for exams.
Couple of suggestions for the game:
1. You have to click mouse to move your boat, instead you could auto-drag boat towards cursor or use WASD buttons to do that. Or just use w as a move-forward button and cursor as direction.
2. Can’t catch more than 1 fish right now.
3. A nice chill in-game music would be appreciated. I like that Main menu music, maybe it should be there while playing as well.
4. Catching part should be more difficult. Maybe release the hook so you can’t fully control it and you have to time it to catch the Fish.
5. If you Change spot while catching, you should be back in the same spot you started fishing.
6. More fishing spots needed.
7. Some extra tasks/achievements would light up the game like „Fish from 3 different spots in Under 1 minute“.
8. Enlarge the map, maybe develop some levels.