Critical Analysis
So our game is an endless runner that incorporates boosts, coins, and different terrains. The player has all the essentials of an endless runner which is having the ability to jump, dodge obstacles as well as manuever the map by moving from side to side using the "WASD" keys. Our endless runner incorporates different terrains such as land and water. You are a the basilisk lizard, which has the ability to run on land and water, running and manuevering the randomly generated terrain trying to survive as long as possible while collecting points and picking up speed boosts.
Our first brainstorm of our game began with us wanting to make an endless runner that incorporated multiple levels for the runner to be able to interact with. We then discussed different terrains which led us to land and water. We liked where this was going. So Ian and I pitched the idea of using a frog for the player because they are amphibious which fit our game perfectly. We also pitched another creature call the basilisk lizard which has the ability to run across large bodies of water on it hind legs. We discussed the pros and cons of both creatures and decided on the lizard rather than the frog due to having more mechanic and player benefits.
We then discussed how we were going to incorporate the lizard with the water and land. So for the land it was pretty easy we just wanted it to be able to move from side to side and be able to jump. However we were very split about the water. We wanted it so that the player had the option to run on top of the water or through it. But we did not know how incorporate it game wise. At first we discussed on having a pick up that allowed the player to walk across the water. Basically just skip it. If they didn't pick it up then the player would drop down into the water. So why drop into the water. Well this is where the risk and reward system comes into play. If they dropped down into the water there would be a lot of coins for the layer to pick up however there would be hazards for the player to dodge. We then changed this to have just a speed up that check whether or not you are over water. if the player is then the player ignores gravity for the time the boost lasts. So if the player loses the boost while over top of the water then they would fall into the water.
We decided to go with the speed boost that lasted a certain period of time. This turned out to be a very good decision because it allowed us to use the boost in many places rather than just for the water.
We also discussed having the ability to jump on platforms to incorporate the air terrain. It was instantly vetoed because it did not make any sense to have and it seemed out of place. So to satisfy the "air" kind of terrain we added elevations to the chucks such as bridges and protruding environment to give the player a sense of elevation.
Another thing that we changed was having large obstacles such as turtles in the water and having a bird swoop down and kill you. Reason being is that the proved to be too hard for the player to manuever around and dodge so we took them out completely and stuck with the static objects that take off half of your health.
With all these changes and testing our game turned out really great and had a lot of strong points. One the major strong points was the random generation of the level chunks. This made our game. Without the random generation for the game our endless runner would not be nearly as "endless" as it is now. Huge shout out to Vivek for solving and coding that portion of the code.
Another strong point of our concept was the speed boost and water mechanic. Its really slick. Ian coded it in a way that it checks to see whether or not the speed boost is on or not. If it it the gravity is off and will not fall into the water. If it is not on then it will fall into the water. It also really gets across our main idea of wanting different terrains and to get across which kind of lizard we initially wanted to use.
Overall I am very happy on how this concept turned out. It is a fun, full fledged endless runner that would like to work on further in the future. One of the major success of this concept was getting the random generation of the level chunks to work so that it would actually be endless. Another big success is that we were able to create our initial idea which was having a an endless runner with different terrains. I think with a little work on the terrains I think it would become a fun, novel game mechanic that I think it could be added into other endless runners like Temple Run. But to highlight the major success was the group and the work ethic. Everybody in my group is working at such a high caliber and getting work done left, right and center. I am so happy with my group. They are hard workers and they make these great concepts happen. Well done team.