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Evaluation
Media and Techniques
For creating the characters bodies I used Mixamo to create the skeletons which was definitely the best tool for it. I was easily able to create the body's physics with the skeleton and was also able to use the animations off Mixamo for the mini games as they had the same bones.
Maya was used for creating models and I felt like that was a good decision as I was able to create new models and objects for my game comfortably as I know how to use Maya. However I felt just using Maya limited my potential on trying new things and potentially preferring a new tool or program.
Unreal 4 was definitely the best option of an engine to make the game in, as If I were to have switched to another engine I think I would not have been able to make the game that I created, as I would’ve had to learn another programming language for the engine.
Purpose / Theme / Concept
So at the beginning of the project I had the mindset that board games are a very fun concept but putting them into a video game format does not work as well, as I find it can become boring and tedious very quickly. Most board games use a turn by turn system, but when you want to play a video game you don't want to sit there and do nothing while waiting for the other player to finish their turn, you want to be doing something the entire time. So I wanted to solve this problem whilst sticking to the original system as much as possible. I felt as though during this project I had met this problem and solved it, creating a game that allows all players to be engaged at the same time, throughout. I have made it so that it's always your turn and you're on a time limit of turns. This adds a new element whilst keeping the original game intact just how you and others play is different.
I feel that I had a good concept and can take it further, and in the future hope to make more games like this one that have even more possibilities.
Outcome
I feel that my game has met the target of what I wanted the game to be, but I think I was too ambitious in thinking that I could make more mini games within the time limit as I planned to make at least 5 or so mini games and could only make 3. The thing is I created a default layout for mini games so that it should’ve been easier for me to create more quickly. However, the more intractable games had to be left to save time as they would’ve been harder to implement specific actions. For example, one of the mini games that was scrapped was a knockback one where you were meant to hit each other off a small platform that would progressively get smaller over time. But I couldn’t actually make being hit by one another in time and had to scrap it. The 3 mini games that were created have simple goals like Survive the longest, Press the button the quickest and get to the end. These took longer to make then expected and I felt that at the point I was at I needed to focus on other things and that's why I had to leave the number at 3 mini games. I am happy though with the gameplay and how fun it is to play with friends.
Conclusion
I feel If I were to have pushed myself out more I could’ve been able to create a more complete and finished game. This project came out well with the game I envisioned, and in play tests people have been enjoying the game and am happy I have reached that goal. But I know some of the modelling portion of the project could’ve been more efficient and less time consuming. The code for the game Im very proud of as I feel that it's not perfect but it has been well done from the beginning, and was well planned out for features that were added later on for the game to run smoothly.
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The final board map reflection
I really like the board map and how it looks. When it was being played on I felt that I placed enough ball spots at easy to hit areas whilst being able to miss them as the ball was activated more then I thought and people also dodged it a couple of times.
With how the gamble path works I feel it works well having it be near the head buying spot as you can then risk your money then just before wanting to buy a head to either loose your money before buying the head or just have enough now to buy a head.
The aesthetics to the map are nice with the gold platforms, Patterned carpet and arcade cabinet but I feel I should’ve added some guards for the ball too then look more natural as it moves around the board.
Other then that I like this board a lot and I feel myself and others think the map is cool. If I were to add to it I would add more background details and interesting views. But as a final map Its good.
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Play testing 2
youtube
So I had another play testing session with 2 people who have previously played the game and 2 new play testers.
I mostly got a lot new feedback from the 2 new people and like normally I had listed there feedback. The feedback this time was some little bugs that occurred and also make some tweaks to make some things clearer. The 2 play testers enjoyed the game and had fun especially since they won. But they felt that this idea can be taken a lot further.

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The final board map
This is my final board map. You have multiple path ways. You have the ball and all the spaces for it to interact with its activation and barriers.
The balls colour was set to a see through type with light as then it won’t get in the way of your view.
Also the gamble spot is near the gamble space cause then you know what to associate this area too.
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Raiders
Raiders is a board game which has the goal of getting as many points as possible. You get points by having a crew of raiders and laying them out correctly. You can only raid an area and win if you have enough damage points and items to raid. On certain raids you roll dice to give you the chance of getting extra damage points on a raid. On your turns you get to pick to either trade something for items, Raiding, Placing a piece to get an item or more. The game is a little hard to explain unless you see it but it is pretty cool of a game.
I played it at a board game café place. It was very fun of a board game but it did take time to get used to the rules as it does have a lot of things to take in at the start that I didn't even go into. But its worth playing.
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Enjoy the ride reflection
This mini game is definitely the best one made so far. In play testing I literally had a piece of feedback from one person saying to look into the “last game” as they enjoyed it a lot and wanted more from it or more like it.
The game mode is so fun as it gets more intense the longer its played and as players can get in the way of each other that just makes it more fun to annoy others.
I don’t have enough time to look into making another mini game but If I ever do add to this one or even just make a new multiplayer game I will have this to reference too.
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Collect Coins MMG Reflection
This MMG is the simplest and does go against the fact that you can’t loose but I do enjoy the fact that its nearly impossible to get all the coins as the timer is too short. I personally enjoy this as a lot of people have made a comment on it and have asked to make it possible but you not being able to is funnier then it being possible.
However, I know I will not make more MMG’s that are a simple as this one as I feel that this defeats the purpose of them by just making you wait and not by distracting you.
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Dodge the rain MMG Reflection
This is easily the worst MMG. I feel that with this MMG its a bit too complex for how little time you have as you instantly get told hide under the umbrella and the timing is too sharp for it. I should’ve given more leeway and add more time for the player to be able to get under the umbrella. Also I feel that when you loose too early you wait too long for it to feel that fair and should've made it so that you fail quicker.
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MMG background
This image is used in the MMG’s as a background and I do not own this and didn’t make it. I used for a place holder for when I finish making one myself but never got the time to do so. It is from Pokémon ruby and sapphire.
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Jump Car MMG Reflection
This is one of the best MMGs as its the most simple, fits the theme and works for everyone. After play testing's happened I felt people didn’t mind the game and understood it quickly. Also cause of the call back to Pablo (from a previous project) it was funny seeing other college people notice it and found it funny.
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Jump Car MMG
So for this MMG you jump over a “car” and that's it. If you get hit by it you loose. But as I wanted to make it quickly I actually used a sprite from my arcade project that is a character one of our Lecturer made. I found it very funny in the end and have stuck to it as its a little joke we find funny.
The code is simple and just plays a timeline then if you hit Pablo it will play another one but if you jump over him you win.
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Dodge the rain MMG
In this MMG you have to quickly get under the umbrella and stay under it for the entire time whilst its raining.
This game works by having it do a box trace when the rain pours and if the player isn't in the box trace under the umbrella then they failed and sets a Boolean to false. Which after a timeline plays decides the win or lose event to play.
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Collect Coins MMG
In this MMG its as basic as it sounds you collect all the coins.
The thing is I've actually made the time limit so strict that you can barley get all of them and In play testing people said to adjust it so people can I said no because it funnier not being able to not get everything simply. Also you cannot lose this MMG. This was because I felt if anyone got that stuck in a MMG then you can get lucky and leave it easily with this one.
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Mini-Mini Character
This 2D character has very simple movement controls and jump physics but I made it so that is the case as these are so small of a mini game that it doesn't matter if they were complex as the player would barley be playing them.
The sprites are from my previous project and are used as I do not have enough time to make something original that would barley be seen in game.
They can also collect any coins placed in the mini mini games as they add to the in game total.
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Mini-Mini Games
So on the board there are times when a mini mini game will play and you have to complete it so that you can roll again. They are meant to waste your time in the rounds so that you get less to time to keep rolling. I imagine the mini-Mini games are going to be similar to things like Wario-Ware mini games and how quick and simple they are.
First I made a template for the mini mini games.
This template has a default 2d sprite character and a widget and a camera. These are all used to make the mini mini games happen. How they work are the new character gets possessed and the new camera is that players view too. Then the widget displays that tell a quick instruction to help in the game.
What ever code is put into the children actors should determine if the player has won or lost. If they loose then they play another one. If they win they return back onto the board.
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Enjoy the ride code
The starter code is the same as the dropper but doesn't changes the camera.
But there is another camera actor in this level which gives that 1 screen view so everyone's on even ground.
Object code:
So here this is how the object moves backwards quickly. The speed is determined by the tick speed set in the spawning process.
The variables used in the construct script are set in the spawning process.
So at the beginning of the game it plays a loop with delay(Its just a loop with a delay in which i added). This loop increases the index which is used for both the spawning process but speed of platforms spawning. This means after 1 minute it reaches top speed.
In the spawning process it sets the objects mesh and speed whilst it spawns so it forms correctly and at the location on where I put the actor.
Now so that the game doesn't spawn in too many of the objects and starts to lag the game I created an object destroyer that is simple in code and is just hidden behind the camera. I can guarantee it works as I tested it a lot for it too work.
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Droppers code
So in the dropper mini game I have made multiple actors that sets up the game mode and also create the mini game as a whole.
There is the camera changer which changes the angle of the camera view to be on top of the player so that they can see directly downwards to have a safer view. This ended up being put in the players spawner code.
The landed spot is for when the player wins and lands on the correct platform. This code works by being 1 actor with 4 different collision boxes that are placed at all ends for all players. So then when collision has been met with 3 actors it then just ends the mini game and displays the points screen.
Then there's the reset position code. This is very simple and is just a collision box set to move the player back to there spawn point. The spawn point is set via a exposed variable.
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