Synopsis:
Play as a young witch delivering packages to hungry customers late at night in this relaxing game. Enjoy scenic vistas in a European inspired city while listening to a calming soundtrack. This game was created by a team of Columbia College Chicago students for their Indie Capstone Class. I focused mainly on level design in this project. I created the terrain as well as the water, I placed all the buildings in the level, and i created the shaders for both the water and the buildings. I wanted to ensure that the buildings were close enough to give the impression of an older, tightly made city but far enough apart that the player could fly between them. The main challenge for this game was placing the pick-up and drop-off points at distances from one another that made each delivery challenging but not unfair. I placed the pick-up and drop-off points close enough to one another that once a player had finished a delivery, they wouldn't have to fly far to find another. |
Development Thoughts
This game went through several different iterations. The first was much broader in scope than what we settled on and involved aerial combat, upgrades for the player's broom and weapons, as well as several cosmetic upgrades and different levels. However, the class gave us less time to finish the project than we thought we would have (two months instead of six). The reduction in time required a reduction in scope. The aerial combat was nixed and the broom upgrades and cosmetics were put on the back-burner.
I prototyped several different levels, each with varying sizes as well as different buildings. However as time moved on I realized that there was no way that creating multiple levels was feasible and so I scrapped several of my prototypes and folded the most doable parts from each level into one. This level is what is seen in the final version of the game. It features a large, sprawling, island city at night. The game isn't the full vision that I and my teammates had in mind when we came up with the idea for the game, but I think it is a good product none the less.
I prototyped several different levels, each with varying sizes as well as different buildings. However as time moved on I realized that there was no way that creating multiple levels was feasible and so I scrapped several of my prototypes and folded the most doable parts from each level into one. This level is what is seen in the final version of the game. It features a large, sprawling, island city at night. The game isn't the full vision that I and my teammates had in mind when we came up with the idea for the game, but I think it is a good product none the less.