My Role:
Gameplay, Level Designer and Product Owner
Created the mechanic and focused much on movement for the player and camera. I was one of two level designer where my responsibility was all the rooftops, pick ups, and ramp placement. Also organized the work flow and tasks for the team.
UNITY
TRELLO
GITHUB
Bike Mania Is A 3rd Person "Snake-Like" Game Where You Have The Freedom To Go Anywhere You Want, And I Mean Anywhere. Jump Upon Your Hometown's Rooftops While You Create A Great Tail Of Fellow Bikers That Will Get Longer And Longer As You Recruit More And More People.
We where given two major premises that would and have been the foundation of this project. Those premises were:
TARGET AUDIENCE
Kids between 10 to 12 years old.
THE THEME
Mobility of the future.
Story Time!
I pitched this idea to the group after that we had showed interest for doing something with bikes. I thought it was a good idea as it:
Had only two easy mechanincs to focus on. To give the chance of not over scopin.
It felt fun and unique
And most important, the programmers said it was possible from their side. Which was all I needed to hear for an ambitious two week project.
Gameplay Design
One big challenge I knew we were gonna have, was time. Two weeks goes fast, and we needed to be structured and clear with what we wanted in order to get it.
I jumped quickly in to making a design document for everyone to read, where I described and explained how they work, and for what purpose. I tried to be as abstract as possible so people could understand the concept as good as possible
The programmers quickly had a character movement script for me to play around with. I wanted to make it feel natural and like if you were actually on a bike. Although, the challenge was mostly to find movement that felt good when being on the ground, but also good when being on the rooftops.
The Ground
It has much more open space to work with and more forgiving. The player can really take out their turns and don't get punished for going fast.
The Rooftops
The space here is more narrow and a too strong of a turn will take the player down to the ground again. Here the controls needs to feel more responsive for the player to be more in control
A feedback we got from our playtesters was being able to go straight backwards with the bike. In order to easely go back if they missed-timed when recruiting. At that time you needed to press forward in order to move forward. Otherwise you would stand still. Instead of giving them what they wanted I tried something else. I asked myself why I made it so you had to press forward so you could go forward, as it drags down the idea of trying to time well when recruiting. Still I'm wondering why I did it. The change was to simple make the player constantly go forward. One less button to press and after that, absolutely no one asked to to be able to go backwards. People subconsciously just accepted the rule of always moving forward.
I believe the movement of the player ended in a good state but do need some more polishing. Would try making it more easy for new players to find the right rhythm. As it can still be some of a challenge on the rooftops for someone who is new. Want the learning curve to be quick, so players can get the game's full experience on their first round. Not sometime during the second. Think it is an important goal as the targeted audience is kids. Kids tend to have less patience towards waiting on when the real fun begins.
Level Design
We were two people who acted as level designers. We divided it in so the other made the layout for the ground and the roads. I did the layout for all the paths for the rooftops, and all the spots to get up on them. We saw it like the ground was floor 1 and the rooftops floor 2.
What I wanted
As being able to jump up on top of the building is one of the main mechanics, and also very fun. I wanted to make the player have a reason to be on the rooftops by being somewhat generous with the amount of pick-ups where you recruit more people.
What I Not wanted
Although, I did not want to make it so all you need to do is to stay on the rooftops, find a good route and get a high amount of points every time you play the game. Points being recruited people. Each potential route of the rooftops had to either end with getting the player on the ground or have a longer part of it with no pick-ups.
Finishing Up!