Game Development


In the first week, we just discussed about the general ideas for this game, being like the "Sonic experience", and we came up with the idea of having a spindash. Therefore, we decided to design a snowball man, which can turn into a snowball and roll fast.  The sprite sheet for the character was designed, and the animation for the main character is built and we implemented the basic movement of the main character.

In the second week, we built all five levels for testing, added the spindash to the snowball. We designed a fire enemy sprite sheet, that represented the opposite of  the main character's theme which was snow and ice. We also added the "homing attack" ability to the snowball, which he can turn into a sharp ice and shoot directly to an enemy, while in midair, where a lock-on symbol will appear. This resembles Sonic's homing attack ability that is commonly seen throughout the series whereas if any targetable object is near, a lock-on symbol will appear and Sonic will automatically zero in and strike a nearby enemy with a midair Spin Attack.

Feedback:

The general consensus when people playtested our game was that it was hard to know what was happening in the level and where to go, it was difficult to see the platforms due to the background image sprite, the character was hard to control because the levels that were designed were not suitable for a fast-paced character that was designed similar to Sonic. The levels moreso resembled Mario-like levels due to the focus being spent on precise jumping instead of speeding through obstacles and momentum based platforming like Sonic. Due to the level structure focusing on precise jumping, having a high amount of speed on the character was more of setback rather than a fun Sonic-like experience. 

In the third week, we revised the background sprite so the platforms weremore visible. The enemy AI was implemented, making the enemy have projectile ability of throwing fireballs. The game levels were redesigned to better fit the high action speed of the player and momentum based gameplay. We added green and red jump pads or "springs", and once interacting with them, it will spring you into the air to reach higher grounds. There are death spike traps that were added that can that kill you. The bgm and audios for the main character and enemy were added. Moreover, we did the final polish and testing of the builds.

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