Glacial descent is made during the spring season of the minor Game Development.
Sweet Storm Studios had twenty weeks to succeed from nothing to a full game!
We had just formed a team, didn't know eachother very well yet and didn't really have a good idea for what type of game we wanted.
To get to know eachother better and perhaps find a good idea Quinten proposed a game idea. Each person of the game studio would say 1 word and the next would continue on that word to make a story. This is how we came to the idea of making a game about a robot on ice skates.
After discussing this further we realised we could actually turn this into a fun game. And thus we decided to make a game arround a robot that would learn how to ice skate.
Since we only just knew eachother we decided to go out to eat with the whole group.
This way we could learn about eachother better and working together would be less akward.
We decided to go out at Takumi in The Hague. This teambuilding definitly helped with getting closer together.
The first idea was to make a 2.5D platforming game, where the player would have to do parkour and collect salvage of its crashed ship. The platforming would be simiar to games like Metroid and Mario.
After the first week we decided to completly scrap this idea and instead make the game completly focused around ice skating. Now the game would revolve around the robot having to navigate an ice planet on ice skates.
This would be done by having the player go down mountains and over ice planes while having to dodge obstacles and enemy attacks.
The first deadline given to us by school was for given a 3 minute pitch. Here we would have to tell the other game studios and teachers what our game would be.
This went well but not as good as we expected. We thought we had thought about everything needed but there were a lot of questions about things we thought were obvious. Because of this we put down averything clearer in the documentation and would continue to do so in upcoming presentations.
To clearly put on paper what the game would be, so that it would be clear for both us and other people we made a gameloop.
Here you can see what the player will have to do during the game. This pattern will then repeat until the game is finished. The loop the game will consist of so to speak.
In week 4 we had our first review with another game studio. Here we would show eachother what we have achieved untill now and give feedback on it.
We presented for example our first gameplay concept and some concept art for the characters and animals.
We got some usefull feedback and noticed how we have to put down some things more clearly. We noticed this because it took them some time and questions until they understood things we thought were obvious about the game.
In week 6 the studio had our second review with two other game studios. Here the studio would show eachother what they have achieved untill now and give feedback on it. This review was done with The Button and Potato Studios.
We presented our very first prototype, which contains a basic level, main menu and an pause menu. In this level the player had the abilty to do front flips, although this didn't have a function just yet. If you hold the jump button for too long you would 'crash' and lose speed, this can be fixed by pressing 'W' 4 times. We also presented some concept art and story.
The feedback we received were quiet helpfull. We as the game studio invited our end-boss for designing games and had to ask him what his feedback was on doing a review.
In week 8 the studio had a third review with Losing Club LLC. Here the studio would show eachother what they have achieved untill now and give feedback on it.
Sweet Storm Studios presented the total overview of where they are at the moment in producing the game. The main focus of this review was if the foundation of the game is even. We highlited the story (prologue) of the game, the new iteration on the main character and the current gameplay.
The feedback the studio received were a little disapointing. This is because the studio are on track according to LLC, but received feedback that mostly did not resonate with Sweet Storm Studios game.
After the second review we decided to put on paper what the scale of the game would be, meaning how many levels, bosses, etc.
After discussing this we decided to make:
4 Levels + 1 Tutorial level
2 Enemies
1 Boss
3 Cutscenes for the backstory and more if needed for other things
There will also be a checkpoint to which the player can return if they have an extra life.
To limit the size of the game we decided to make only one enemy and one boss. If we have time left we can always decide to make another one but like this we can at least be sure we can make it on time.
The enemy we decided to make is nicknamed "Succy Succy". This enemy will appear during a level and float in front of the player.
The initial idea for this enemy is that:
While on the screen it will ‘suck up’ rocks that will be on a different track from the player. Once it has a rock it will shoot it at the player as a projectile. After a certain time has passed it will ‘run out of fuel’ and leave.
To make it easier for us to make for now it will instead:
Enter the screen at a certain point in the level with a rock in its hands. It will shoot that rock at the player as a projectile and leave after shooting it.
For the boss we decided to make a ‘simple’ boss. Nicknamed: “Scöp”.
This boss will have a scoop at its front and follow the player. If the player touches the boss it’s game over and you will have to try again.
The boss will be slightly faster as the player meaning if you don’t do your best you cant run from it. To be faster than the boss the player will have to utilise the trick mechanic that is a big part of the main gameplay of the rest of the game.
This means if you do a trick and land correctly you will gain a speed boost but if you crash you lose speed.
To get rid of the boss we have come up with 2 different methods, which we will use had not yet been decided.
· Option 1:
At the end of the level will be an ice bridge which can’t support the weight of the boss and thus crumble together with the boss. As the player is a lot smaller and thus lighter it can traverse this same bridge fine before the boss gets there.
· Option 2:
Another option would be to jump on something that could damage the boss. For example jump on ice platforms that fall after you jump on them making them hit the boss and thus damage it.
Here you can see the overview we had made after the playtest.
This overview was made as an assignment for the course Concept Art, and contains the overall story till now and some details about the gameplay.
The second deadline given to Sweet Storm Studios by the minor Game Development (Spring) was for making a playable prototype for the game. This would be an important showcase of our progress.
This prototype was showcased during a playtest session. Here the studio invited other people to come try out our game. The studio also put up a physical leaderboard to give people a reason to come back and keep playing.
Sweet Storm Studios also put up concept art on the walls, gave away flyers and put op some posters. We also had a poster with a QR-code that lead to our feedback form.
Because of this the playtest went extremely well. We got a lot of usefull feedback.
A lot of people were interested in our game, and out of every game studio our game had the longest line trough out the playtest.
To get both a bit more inspiration for our game and to just have fun together with the group we decided to go to Retro GameCon in Tilburg.
Here we would both promote our game and enjoy ourselves.
All of us had a good time and we even bought some games and Sjors even won a headset.
We found our predesecor along the way at one of the booths, even though it was made for the playstation 1 and missed the Glacial part.
Taking valuable feedback into account, we have adjusted our game's scope based on insights from previous developers. Considering recent circumstances, including the departure of a team member, we have decided to refine the level structure and enemy placement for improved quality and gameplay balance.
Originally planning for three levels, a boss level, and a tutorial, we have shifted our focus to prioritize a polished and engaging experience over quantity. As a result, we have consolidated all elements into a single level, integrating both Succy Succy and the boss, Scöp.
In Version 6, we have chosen level 3 as the primary gameplay experience, carefully adapting the level design to accommodate Succy Succy on the upper floors and placing the formidable boss, Scöp, on the lowest floor. This strategic modification allows us to maintain progress while dedicating more time and resources to refine gameplay mechanics, optimize visuals, and ensure a smoother player experience.
By streamlining our efforts, we can deliver an immersive and satisfying journey that showcases our dedication to creating a captivating gameplay experience.
After careful consideration, we have made further adjustments to limit the scope of our game.
Our focus will now be solely on perfecting the tutorial, the hub and one level, which will undergo significant changes.
In this new direction, we have decided to remove all enemies and bosses from the level, shifting the emphasis to exploration, and immersive storytelling. By streamlining the gameplay experience in this way, we can ensure that players have a seamless introduction to the game mechanics and delve deep into the captivating narrative we aim to deliver. This refined scope allows us to allocate our resources effectively, ensuring a polished and immersive experience for players from the very beginning.
Experience a breathtaking visual treat with the newly implemented parallax background. Immerse yourself in a mesmerizing depth effect as multiple layers of stunning scenery seamlessly move at different speeds, creating a dynamic and immersive backdrop that enhances the overall atmosphere of your gameplay.
Enter the vibrant hub, a bustling central hub where adventures begin and connections are forged. Explore the intricately designed hub, filled with a shop, where you can plan your next adventure, upgrade your gear, or simply immerse yourself in the vibrant atmosphere of this bustling hub of activity.
Welcome to the all-new main menu. As you launch the game, the main character gracefully skates past the screen, showcasing their agility and setting the tone for the thrilling adventures that await. From this dynamic perspective, you can catch glimpses of the bustling hub, creating a sense of anticipation and immersing you in the vibrant world that lies just beyond the menu screen.
We are thrilled to announce that our game will be showcased at an upcoming expo organized by The Hague University of Applied Sciences. This prestigious event serves as our deadline, set by the school, to present our game to a wider audience.
We are diligently working towards this milestone, fine-tuning every aspect of the gameplay, graphics, and user experience to ensure an impressive and captivating demonstration.
This expo provides us with a valuable opportunity to showcase our hard work, receive feedback from industry professionals, and celebrate the culmination of our efforts. We are eagerly looking forward to sharing our game with the expo attendees and leaving a lasting impression at this exciting event.
We have now officialy published our game on itch.io, come and play our game now!