Isolation Protocol
BCU Year 2 Undergraduate Project
Main learning points
Don't work on too many areas at once!
We didn't apply our design philosophy as much as we should have.
BCU Year 2 Undergraduate Project
Main learning points
Don't work on too many areas at once!
We didn't apply our design philosophy as much as we should have.
A Roguelike developed over 8 months with 2 programmers and myself as designer / producer.
I wanted to apply all I learnt from Temple Imperium to this game's production.
We choose Unity and C# since we had prior experience with it, and wanted to utilise the simplicity of C# to iterated quickly using an Agile workflow.
Before we even began pre-production, I did a lot of research into Agile practices, all of which is concentrated here.
We created our own design brief and given complete creative freedom over this project.
We decided to create a Roguelike Dungeon Crawler for these reasons:
Less team members = Less manpower -> We cannot overscope at all.
Simple game but well refined would stand out amongst all the other projects.
Simple game is easier to playtest and get feedback for ; we can quickly iterate.
________________________________________________
With a general idea of our game, we began to code.
Having a refined game is our ultimate goal, so user feedback was absolutely essential.
For this reason, I developed a player feedback system with the help of the programmers. This system collects data directly from the game itself, and uploads this to a Google Sheet.
We identified trends in data. We understood what was working, what was not working. We could easily pilot our game's production towards something more refined.
________________________________________________
With feedback, we began to iterate the design.
With this feedback, we designed and iterated as a team. We made our idea from general to specific!
Finally, we came to an MVP and Plan of Action!
________________________________________________
Pre-production is going steadily
As pre-production moved along, we made the MVP and the design more detailed.
To organise all of this information into an accessible document, we created a refinement graph.
At the beginning, this graph was empty. In production, we finished each sprint by adding an collectively agreed progress to this graph.
When we had created every feature for our game we began our production.
We used a Google Sheets backlog and a Trello page for Sprints.
We picked tasks from the backlog, using the refinement graph to inform what needed the most attention, and assigned work into a Sprint.
We used Trello to organise our Sprints.
________________________________________________
The end is near...
16 Sprints later, we finished creating all features for our game and debugging most of the problems.
At this point, we had no time left before our submission date.
We were mostly happy with our game; it is certainly finished and requires no more features.
To make it great, all we need to do is refine and iron out any problems in the design or code.
To finalise this game is something I want to do, but I've had a busy personal life (see here). One day we will finish this game!
Below is documentation used to guide the production of our game.
Design documentation
Here is an example of iteration-led design. I clearly recorded characteristics of each room layout, and tracked positive and negative changes, demonstrated by the iterations.
Another example of user-in-mind design; here I've documented how the game will dripfeed new elements to the player. With this document we can easily re-arrange when elements are introduced.
Playtest statistic analytics
Here is the backend of our playtest analytics tracker. We recorded multiple gameplay stats to see how strong enemies were, how effective guns were. With this data, we can balance the meta of our game and ensure it is as fair of a challenge as possible
With the raw data, I've synthesied it using statistical formulae. This gives us mathematical proof of trends about our game, such as "The less bullets a player shoots, the less time they spend in the game". Armed with certainity, we can further refine our game to create a fun challenge for everyone.
Screenshots from our game and development
A look at a well lit room
A look at a darkly lit room
Surronded by enemies, but the explosive barrels will come in handy
Shop room to buy health and more bullets
Interactive environments
Explosive barrels
Wall Incinerator
Laser grids
Examples of special weapons and different enemies the player faces
Example of our procedurally generated levels. Each game provides a unqiue layout and a fresh experience in each game