first impact making of ‘pipeline’

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First Impact Making Of ‘Pipeline’ Ideation: From the start we wanted to do a game with a SciFi feel to it, we weren’t decided on what genre it would be, however. (Platform, shooter, RPG, etc.) I suggested the initial idea of a small alien escaping from the FBI and trying to return to his spaceship, so with this idea only, Sam Hayman began to draw some concept designs whilst Sam McCourt and I began outlining the basic story. We agreed from the start to have a small, peaceful alien that would not be using any forms of weapons (so this ruled out the chance of making a shooter). Early concepts for Jeremy (on the left), first design for Jeremy with two colours (on the right). Drawn by Sam H. Once we had the alien’s basic look and name decided, we focused on the genre, me and Sam M had come to the conclusion that it would be best to make a platform game, we took inspiration from games such as Super Mario Bros and Braid. Sam H’s main inspiration for the Jeremy’s look came from the character Stitch from the film Lilo & Stitch, and the character Gizmo from the film Gremlins. I suggested “First Impact” as a working title, and we decided to stick with it throughout the entire production of the game. I was appointed Project Lead, Sam H as the Art Designer, and Sam M as Lead Programmer.

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Page 1: First impact making of ‘pipeline’

First  Impact  -­  Making  Of  ‘Pipeline’    Ideation:    From  the  start  we  wanted  to  do  a  game  with  a  Sci-­‐Fi  feel  to  it,  we  weren’t  decided  on  what  genre  it  would  be,  however.  (Platform,  shooter,  RPG,  etc.)  I  suggested  the  initial  idea  of  a  small  alien  escaping  from  the  FBI  and  trying  to  return  to  his  spaceship,  so  with  this  idea  only,  Sam  Hayman  began  to  draw  some  concept  designs  whilst  Sam  McCourt  and  I  began  outlining  the  basic  story.  We  agreed  from  the  start  to  have  a  small,  peaceful  alien  that  would  not  be  using  any  forms  of  weapons  (so  this  ruled  out  the  chance  of  making  a  shooter).  

Early  concepts  for  Jeremy  (on  the  left),  first  design  for  Jeremy  with  two  colours  (on  the  right).  Drawn  by  Sam  H.    Once  we  had  the  alien’s  basic  look  and  name  decided,  we  focused  on  the  genre,  me  and  Sam  M  had  come  to  the  conclusion  that  it  would  be  best  to  make  a  platform  game,  we  took  inspiration  from  games  such  as  Super  Mario  Bros  and  Braid.  Sam  H’s  main  inspiration  for  the  Jeremy’s  look  came  from  the  character  Stitch  from  the  film  Lilo  &  Stitch,  and  the  character  Gizmo  from  the  film  Gremlins.      I  suggested  “First  Impact”  as  a  working  title,  and  we  decided  to  stick  with  it  throughout  the  entire  production  of  the  game.    I  was  appointed  Project  Lead,  Sam  H  as  the  Art  Designer,  and  Sam  M  as  Lead  Programmer.    

Page 2: First impact making of ‘pipeline’

Pre-­Production:    Before  we  began  making  the  game,  we  began  to  design  assets  such  as  the  laser  traps,  buttons,  and  collectables.  As  they  were  quite  easy  to  make,  Sam  M  and  I  made  a  lot  of  these  whilst  Sam  H  worked  on  the  background  for  the  levels,  he  also  designed  a  concept  layout  of  what  level  2  may  look  like  when  it  was  done,  we  referred  to  this  quite  often  when  building  the  level.  

   The  background  design  used  for  level  1.                      

 

   Left:  The  concept  for  level  2.  Right:  The  final  version  of  level  2.      

Page 3: First impact making of ‘pipeline’

While  Sam  M  and  I  the  built  the  alpha  version  of  our  game  so  that  the  basic  code  was  already  written  for  the  later  versions,  Sam  H  began  designing.  The  first  thing  he  designed  was  a    ‘game  in  a  frame’  cover  the  cover  was  as  all  old  arcade  game  covers  were  elaborate  and  a  completely  different  thing  to  the  actual  game.  His  game  in  a  frame  showed  the  FBI  agents  surrounding  this  crashed  alien  and  his  ship.    Sam  then  started  the  designs  for  Jeremy  first  using  aliens  from  films  and  TV  programs.      The  design  of  Jeremy  was  done  with  two  colour  variations,  yellow  and  blue,  the  blue  proved  to  be  more  popular.  Sam  also  designed  various  versions  of  the  FBI  with  square  Minecraft  styles  and  then  a  hand  drawn  style,  he  then  had  Sam  M  &  I  pick  a  favourite  suit  colour;  black,  blue  or  grey.    The  collectable  items  were  easy  enough  to  do  a  file  document  for  level  one,  a  sheep  for  level  two,  and  three  shattered  ship  part  with  glowing  orange  energy  stripes  for  the  unused  third  level.  There  was  also  the  designing  of  the  laser  traps  used  in  level  one,  there  several  different  designs  and  then  Sam  H  had  the  idea  to  include  a  warning  sign  for  those  who  didn’t  read  the  rules.  The  warning  sign  was  the  best  out  of  the  lot  and  was  chosen  by  the  team  for  the  game.        Sam  M  stepped  away  from  the  programming  for  a  while  and  designed  the  buttons  we  would  use  for  our  menus,  while  Sam  H  started  designing  the  level  backgrounds,  floors,  walls  and  ladders  as  well  their  placement  in  the  levels  of  the  game  which  Sam  M  and  I  could  use  if  they  didn’t  have  a  better  idea  for  our  level  maze.                              

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   Production:    Whilst  Sam  Hayman  continued  to  work  on  more  art  for  the  game,  Sam  M  and  I  began  to  build  level  1,  level  1  was  a  lot  more  simple  at  the  beginning  and  after  testing  the  level  we  had  decided  it  was  too  easy,  and  added  another  guard,  an  automatic  laser  trap,  and  increased  the  speed  the  guard  fired  his  gun  at.      The  process  of  making  the  game  was  the  hardest  and  longest  part,  we  spent  many  weeks  battling  frustrating  bugs  to  get  the  level  working  (once  we  had  these  fixed,  creating  level  2  was  a  lot  easier,  and  only  took  just  over  a  week).  Along  the  way,  we  added  and  removed  many  elements  of  the  game,  such  as  the  death  sound  effect,  after  a  while  we  decided  that  the  noise  was  too  annoying,  so  we  removed  it,  after  complaints  from  the  Beta  Testing,  we  also  turned  down  the  volume  of  the  laser  sound  effect.      At  one  point  we  also  had  no  main  menu  or  loading  screens,  so  Sam  H  &  Sam  M  designed  a  menu  screen  and  buttons  and  I  made  a  soundtrack  for  it.    

                                 

Sam  McCourt  designing  the  main  menu.    

Page 5: First impact making of ‘pipeline’

Post-­Production:    As  we  built  the  game,  we  also  began  to  collect  a  variety  of  sound  effects  for  the  game,  such  as  laser  sounds,  buttons,  and  gunshots.  Sam  H  also  made  a  few  sound  effects  such  as  the  noise  that  plays  when  the  player  obtained  a  collectable,  and  the  death  sound  effect.  I  designed  a  soundtrack  for  the  main  menu  and  level  1,  and  Sam  Hayman  made  the  soundtrack  for  level  2.    

Screenshot  of  the  Garage  Band  file  for  the  level  1  soundtrack.      For  the  main  menu  and  level  one  pieces,  I  took  inspiration  from  composers  such  as  Sam  Hulick  and  Jack  Wall,  and  their  work  on  the  Mass  Effect  Trilogy,  the  soundtrack  for  those  games  had  the  80s  Sci-­‐Fi  that  I  wanted  to  emulate  in  the  soundtrack  for  the  main  menu  and  level  1  of  First  Impact.      For  level  2,  we  needed  a  very  different  soundtrack,  as  the  environment  it  was  set  in  was  very  different.  Being  as  heavily  influenced  by  Sci-­‐Fi  as  I  am,  I  knew  I  would  not  be  able  t  make  a  very  good  soundtrack  for  it,  so  I  handed  the  task  to  Sam  Hayman,  who  created  a  much  more  up-­‐beat,  cheery  score.      

Page 6: First impact making of ‘pipeline’

Post-­mortem:    While  I  am  very  proud  of  the  work  the  three  of  us  have  done  for  this  game,  I  do  I  have  two  regrets  about  the  game;  the  first  being  not  able  to  have  a  third  level,  we  had  planned  from  then  start  to  have  a  three  level  structure,  (three  acts),  that  were  to  increase  in  difficulty.  It  is  only  due  to  time  constraints  that  we  had  to  cut  level  3,  it’s  not  as  if  we  decided  “let’s  make  a  third  level  now”,  we  had  decided  from  the  beginning  to  do  so,  Sam  had  made  concept  art  for  it  and  designed  the  collectables  for  the  level.  The  second  regret  is  not  having  enough  time  to  squash  all  the  bugs,  such  as  the  glitchy  ladders,  this  ties  into  my  point;  not  having  enough  time.    I  also  wish  that  we  could  of  found  a  way  to  make  the  game  slightly  more  innovative,  and  offer  more  replayability.      We  are  still  not  entirely  sure  what  causes  the  problem  with  the  ladders,  when  Jeremy  climbs  on  a  ladder,  if  the  player  lets  go  of  the  W  key,  Jeremy  will  drop  to  the  bottom  of  the  ladder,  we  determined  this  was  something  to  do  with  the  gravity  effect  we  had  in  place.  We  tried  turning  gravity  off  (this  caused  a  variety  of  glitches,  such  as  Jeremy  flying  off  screen  at  one  point),  making  exceptions  when  he  was  on  the  ladder,  and  so  on,  yet  the  problem  persisted.    There  was  also  a  conflict  of  rules  about  his  movement  when  he  reached  the  top  of  the  ladder,  so  having  to  hold  down  W  and  either  A  or  D  to  get  off  the  ladder  created  animation  glitches.  Problems  such  as  this  could  have  been  fixed  if  we  had  more  time  creating  the  game.