Hisstory is bound to repeat itself. Can you get out of the loop?

You can play the game HERE.

Contributions Made to Super Mamba Roll:

  • gameplay scripting using C# and Unity

  • menu navigation and Tutorial

  • Level Design

The Universe:

Our world is the jungles of Ouroborus and that jungle is filled with wonderful treasures shaped like diamonds. Many adventurers have made the treacherous journey for a life of riches. Some never made it back. Still the greed for riches continues especially when the surviving adventurers come back and live their life lavishly and show off at the local jungle pubs. Our snek boi is no different from the rest of those greedy adventurers with the small handicap that he can't exactly traverse due to having no legs. Still that didn't stop him as he learned to enhance his movement by holding onto his tail with his mouth and rolling to gain some speed. He even learned to gain some air time by letting go and extending his body for some sweet glide time. With his tricks and tools in his belt he was off to continue the tales of greed of adventurers before him.

Main Characters and Abilities:

The Main character is Our Snek boi:

Basic Abilities:

  • Jump in the air

The snake is always moving to the right and is shaped in the form of a circle, forever driven by his greed for wealth. Therefore his only basic ability is the ability to jump into the air.


Special abilities:

  • Slide/slither

    • the snake can flatten itself to be able to move across small areas without crashing or move while having a smaller and more slender hitbox. this ability allows the snake to increase its speed to it original speed if it happens to be slowed down due to rolling up a slope.

Controls:

  1. Jump in the air: spacebar

  2. slide/slither: shift key

Comments:

Jumping in the air will cause our snek to go in the air and then fall back down. Players are only allowed to jump once while on the ground and can't jump again while in the air. As for slithering on the ground, players have the freedom of slithering whether they are on the ground or in the air. While in the air, sliding/slithering will allow the player to have a small period of air time (glide time) while moving horizontally to the right. when slithering/sliding in small areas, the snake will NOT go back to his regular form until he clears that small area and reaches an area large enough for him to return to his regular circular form

Gameplay Elements:

Surface Properties:

  1. Basic Surface is solid ground

    • Snek will collide with the upper part of the solid ground and will be able to roll automatically on it

Rewards:

  1. Diamonds

    • Diamonds are the main points in the game. Collecting them adds to your total score.

Dangers/Fail state:

  1. Hitting into a wall or falling off screen

    • By hitting into a wall or falling off screen, the snakes speed will immediately be either 0 or less than 0 and that will trigger the system to trigger a reset (kill the snake and start over the run)

Graphics and Styling:

The graphics will be 2d and pixelated. the ground will be a dirt brownish color with the top of that dirt block having a grassy green color. The diamonds will take on a soft pinkish color (similar to some of the pink gems found in spyro the dragon). Water will take on a dirtier blue color with specs of varying white in it to resemble bubbles. The snake will take on a lighter green color with a nice red-pink tongue.

Music and Sound effects:

Super Mamba Roll's music will take on a jungle-like feeling with lots of drums and bass. The sound effects for picking up the diamond should not take over the music playing but should be audible enough for the player to know they were rewarded points. An example sound effect would be picking up a coin in super Mario. For the snake's death sound effect it'll be a splat sound since it dies when it falls or suddenly stops via hitting a wall.

Game Audience:

This particular game is an endless runner and will appeal to the casual audience. The gameplay is very easy to understand and introduces the player to new things in a manageable way. However as the player progresses, the player's skill grows along with the game, which allows the player to utilize what they already know to progress further in the run and encounter harder structural setups. In terms of further increasing the reach has on its audience, I believe it's important that a game has familiar elements to make it easy for players to familiarize themselves with the game and understand it but also have new elements that help distinguish the game from existing games in the same genre. In the case of Super Mamba Roll, the familiar elements are similar to those present in most endless runners which will be easy for the player to understand with the added challenge of increasing difficulty or structural levels designed to test a player's knowledge of the basic controls of the snek.

Level Design:

We started off the level design by breaking it into chunks for the player to go through and labeled them based on difficulty. We made an extremely basic chunk in the beginning that just involved the player not doing anything to have a starting point in the level designing process.

In the beginning of a run there will always be the first set of tutorial chunks that teach the player that they can jump and slide. We added in a third chunk to this tutorial section to also teach the player that if they happen to slow down for any reason they can simply slide to build up some speed again.

Another chunk was created to show the player that they can slide in midair as well:

For chunks involving long drops, jumps where the ground on the right is not shown as yet, or different paths that you can take, a diamond was placed to show the player that they can fall/jump for that diamond and not worry about death.

The rest of the chunks involve utilizing the knowledge of jumping and sliding to create more interesting and unique chunks.