We made it. Vacuulab was selected as one of the games to move on into the second semester and we have acquired 4 additional members. All of the leads are all super stoked about it and we’re looking forward to developing our game further.
One of the end semester assignments was a reflective essay, and here are some selections from what I wrote:
This semester has been one filled with new experiences and learning opportunities. I had the pleasure of being the lead producer of a team of four Champlain College seniors making a fully functional vertical slice of a game. The game we chose to make is a third person shooter three team battle-royale in which the teams participate in a death match in a laboratory-esque environment. What separates our game from many other third person shooters is two of our central mechanics: vacuuming and sloshing. Vacuuming is a mechanic that enables the player to switch from a gun to vacuum and suck up an enemy that is 25% health or lower. Once vacuumed, the enemy can be seen in the backpack of the vacuumer. Once vacuumed, sloshing comes into play. The player who got vacuumed (the vacumee), can hold left and right (A and D) to “slosh” in the opponents backpack, altering their movement in order to drag them into environmental hazards or into allied crossfire. Sloshing helps keep the player engaged during the respawn time instead of just sitting and waiting for a traditional timer to count down. Once an enemy has been vacuumed in, the vacuumer can run back to their base and deposit an enemy’s goo into the receptacle to give their team +1 lives.
we have the game we want to make.
This iterative process taught all of us to never become too attached to one idea because it’s always subject to change and to be open to new ideas as they come in because they very well could be (or should be) better than the ones that have been thought up before. The process (which took several weeks and many meetings) showed all of us how difficult it can be to pin down ideas that not only everyone likes but concepts that are feasible in terms of scope and possibility. It also showed people how fun brainstorming and spit-balling can be as well (there were many-a-whiteboard covered with sketches and drawings).
Our team believes our game will be well received by our target audience (parent + kid gamer combos) because it does not contain any exclusionary content to either social section. There’s no blood and gore, no sexual content, no profanity, and the control scheme is quite intuitive. Our game does contain action, humor, fast-paced combat, and an overall goofy feel, so both kids and parents who are interested in video games would be interested and we hope they will choose our game as one they can enjoy together. People who are not younger kids or parents who like to play video games would also enjoy our game because it’s a third person shooter with great art, and a load of fun, silly, goofiness to be had. Nobody on our development team is in our primary target market but we all love to play test our game, ever after hours and hours of doing so.
Our game’s appeal of being a fast-paced, goofy, third person shooter shows that we believe some of the core values of a successful game ensure the player is enjoying the experience and they may be laughing, shouting, and cheering for their team mates and themselves. We love games that involve team work and this cooperative play has been a core element to many successful games recently which is one of the reasons why we included it.
Vacuulab’s technical attributes and hardware systems are most closely aligned with PC gamers although it is Xbox controller compatible as well. We believe this is the best and easiest way to reach our target because adults typically have a personal or work laptop and their children usually have a personal laptop or a home computer that they can use. Not all families have an Xbox but if people enjoy playing with the controller, that’s okay too, because they can simply plug their controller into a computer and play.
Developing our core mechanics and systems has taught me that people love new elements. There aren’t any games out there that allow you to slosh back and forth in the backpack of an enemy after they kill you to extract your revenge on them. Same thing goes for the vacuuming, people visibly smile and laugh when they vacuum up their first enemy and the satisfaction on their faces makes the whole development team happy. This important facet of keeping fresh mechanics and parts of gameplay on the table shows that players are always looking for the newest craze that they’ve never tried before, so moving forward into the second semester we’re going to try and include those new bits into our game.
The arc of our game’s development taught the team how important patience can be during the conceptual development stages of making a game as we went for weeks trying to nail down what concept we wanted to run with.
Through the many weeks following our conceptual completion, there were a variety of challenges involved with collaborative work. Aligning four schedules and figuring out when would the best time be for the team to meet was one of the challenges I solved as early in the semester as I could, and once we had it down, the team was strongly encouraged to make all of the meetings. Missing bridges in some of the software between departments was also a bit of a challenge when using Maya because the artist and the programmer both knew about parts of it, but putting it all together became a bit of a hassle sometimes. Thankfully the designer on the team was able to aid in conjoining the two and both the artist and programmer were incredibly diligent in spending time to learn how to make their work transfer to a finished product.
In terms of personal reflection, I learned that I’m much better at helping other people make deadlines than I am at making them myself, because I got behind on my blog posts for many weeks straight. I’m proud of the work I did with meeting all of the deadlines and keeping the team moving to make it to the next stage ASAP. One of the things I could have improved on is wrapping things up at the end of the project. Once our final presentation was made, the whole team basically dropped interest in the class and moved on to other projects. This is understandable because we are all students and have other classes but our Chili Project backlog was pretty open-ended and I should have been a bit more adamant about cleaning that up and following up. I also meant to have the facebook and Youtube pages up and circulating sooner as well. Now that the first semester is over, I can’t wait to see what the team can accomplish now that we’ve doubled in size after making acquisitions from other teams.