Engine: Unity
Players: 1 Genre: Fishing, Third Person Shooter Game Summary: Players take control of a retired space marine to travel across the galaxy to different wormholes and catch whatever fish, creatures, or objects that they can. Sell the caught fish to the shop for the player to purchase upgrades to their gun and boat to travel to new wormholes. Developer Role Summary:
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Team Development Roles
Designer: Jeremy Davenport Artists: Norman Paquette, Joseph Gale Programmers: Ethan Lamitie, Sone Berrios Game Assets: The image used for the wormhole was acquired off google images and I do not own the rights to the image. All sounds were acquired and/or edited by me. I do not own the rights to any of these sounds. The following sounds and music used in the game were provided by sources listed in the following file: ![]()
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Initial Concepts
NOTE: Any skipping in the video is due to the program used to record the video, not from the game itself.
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The Prototype: After initial idea conceptions, the team agreed upon the core gameplay ideas and I started the prototype to present for gameplay clarification and for QA feedback. Using Unity and C#, I created a playable prototype within a few days and received overwhelming positive feedback from everyone and that this was what we wanted to make. The video shows off the prototype I presented showing off the movement, catching fishing, shooting them, and acquiring currency.
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Development Changes
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Documenting: Moving forward, we started to discuss what systems would be needed. I started to draw up the necessary documents to list all minor details after the main elements were decided. The design document, pictured left in the gallery, and the storyboard, pictured below the gallery, represent the gameplay I planned out.
Win A Lot, Lose A Little: There were a few changes that needed to be done to feel like an awesome space marine going fishing. The power throw from my prototype was dropped to give the feeling of more control in fishing; the addition of a "dashing" movement while reeling in fish to avoid garbage coming from the wormhole, which gave the player hazards to avoid for challenge; and we also planned to have the fish try to force the player into the middle of the wormhole and risk losing a number of fishing lures. The lures for fishing were used to encourage the player to explore other wormholes. The lures would dictate how long they could fish at a wormhole and would return home to shop when they ran out. Once they got back, wormholes spread across a galaxy map would constantly be opening and closing with different fish/creatures and level of debris flying out of each wormhole. |
Final State
NOTE: Any skipping in the video is due to the program used to record the video, not from the game itself.
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A Grinding We Will Go: Then began the long process putting everything in the game. During this time, I assumed the role as producer of the team by setting up meetings, schedules, individual tasks on a task management software, doing the market documentation, doing the audio for sounds and music, and offering scripting help with minor tasks.
Needs More "Whoosh"-ing To It: Being an audio designer on a sci-fi game gave me a sounds I needed to make or find. With my limited audio design skills, I took a few royalty-free sounds (NOTE: I don't own any of these sounds as I said earlier, check the sound list, I said it, I swear) and put them in the game. One question I asked myself was "How am I supposed to make a sci-fi laser beam fishing rod sound?" Well, I took the sound of a fishing rod reeling in a line, brought it into Adobe Audition, spent some time adding chorus and other effects, and I found a really cool sound that I thought fit well. (Programming Intensifies): With two programmers on the main game, I decided to take care of the front-end of the game with the menus and variables needed to travel between scenes in Unity. I made the splash screen interactions, the fade-in and fade-outs for scenes, the main menu screen with the market, and the upgrades to check the player's money and to apply power upgrades to the gun upon purchasing them. I also scripted one of the mechanics that still wasn't in yet: the debris acting as hazards for the player. I made it possible for the wormhole to shoot out garbage during the fish reeling sections and the shooting phases of fishing, apply damage to the fishing line when the player hits them, and made the debris properly destroy themselves once they were a certain distance away. |