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The Grid

May 2015

Context

 

This was the final project of my school year, a three-weeks-long project (like Super Giant Robots), for which the imposed theme was "Post City" (alongside "Post Human" and "Post Media" for additionnal ideas).

 

This was also my first group project for the year. A few of my classmates wanted to work on a videogame project rather than pre-rendered animation, so they decided to come to me and we ended up forming a five-person group for the project.

 

 

Gameplay

 

Although the gameplay is quite simple and intuitive once you get to it, it really is rather complicated to explain at first, so I'll try and make it simple.

 

There are 32 characters roaming on a map, divided into two teams of 16. Each player has a screen which is divided into 16 views (4 by 4), with each view corresponding to the first-person view of one of the characters of his team. 15 of these characters are automatically controlled : walking around, pausing every now and then, etc... And one is controlled by the player. The goal of the game is to get rid of the character controlled by the other player.

 

Once the player has figured out which sub-screen he's controlling, he has two possible actions : Kill, and Swap.

 

• Kill is pretty straightforward. If the player is close enough to a member of the opposing team, pressing this button will get rid of him. The aim is to kill the character that's controlled by the opponent, but if you miss, the corresponding sub-screen on the opponent's screen will turn black as the character is killed. On the other hand, killing the wrong character will also freeze your current character for a short, but consequent, amount of time.

 

• Swap allows the player to swap bodies with another member of his team (also within distace). When the button is pressed, the player's current sub-screen will  proceed to being automatically controlled, and he has to figure out on which new sub-screen he is controlling. This may seem like a bad idea at first, but...

 

There are several elements of gameplay that come into account when killing an opponent player. The first, as mentionned, is the freeze time. But the amount of time the player stays frozen increases with each kill ! Swapping bodies will "reset" this timer, in the sense that the timer is linked to the body and not the player. If the player were to swap with this body later on, he would again have to deal with excessive freeze times.

 

But there are also two drones circling around the city : one per team. Each drone will follow the last body of the team to have killed a person. Meaning that not only will going on a killing streak handicap you more and more, but also make you quite visible to the other player and, more importantly, trackable. Swapping bodies will remedy this problem, since the old body will be the one followed by the drone (until the player kills again).

 

So each player  has to use the tools given him to track the other player, or try and stress him into having an erratic (and noticeable) behaviour by killing most of the members of his team (these creeping black screens are quite oppressive). Or try and stay low, observing not only his playable screen, but also the views of his other characters, to try and notice something that could lead him onto his opponent.

 

Credits :

 

Piers Bishop

Gameplay design.

All of the programming, game building, etc...

Light baking on buildings.

Drone model and texture.

Map design.

Additionnal buiding designs.

Overall project coordination.

 

Camille Couturier

Character design (Team 1)

Character model and texture.

(Team 1 Standard, Team1 Large, Team 1 Thin)

 

Clément Ducarteron

Map model and texture.

General building design.

 

Florian Guillaud

Character design (Team 2)

Characer model and texture.

(Team 2 Large, Team 2 Thin)

Character rig and animation.

 

Katarzyna Trofimuk

Character model and texture.

(Team 1 Strong, Team 2 Standard, Team 2 Strong)

 

Software used (by me and others) :

Unity3D (C#)

Blender

Krita

 

other software involved, but not by me :

Maya

Mari

Photoshop

Inspiration, Design, and so on...

 

There was no "original idea" to stick with and start from. We had spent a whole day brainstorming random ideas to no avail, but then at some point a lot of them just seemed to stick, and fit together.

 

The 16-view screen is meant to give a "security camera" feeling, and it can actually be used this way in-game. This, along with the drones, and the whole "connected people" justification, could really be interpreted as a critic on excessive surveillance measures, and whatnot, but really, nobody cared or even noticed, because the game was just so much fun.

 

For team designs, we went for the overdone "in the future, there are only very rich or very poor people" storyline (rather inspired by "Running Man", once we had the whole surveillance thing going on), which allowed us to have very different designs for both teams.

 

We tried to unify them in terms of "main costume colors", with the rich in blue and white and the poor in brown and green, but unless you know the specific team designs, the differences are still too subtle and, overall, the teams are usually remembered as "the blue ones" and "the other ones". We may have to change the final designs to have very easily distinguishable red and blue teams, if we decide to work on it again.

 

As for the map, we decided we wanted an urban setting, but with some measure of greenery in it to : some sort of park. The city-side of the map even has different sectors : with each team usually (but not necessarily) sticking to their side of it. A lot of buildings have specific references behind their design, from existing buildings that we are familiar with, all the way to gaming consoles like the PS3 or the NES !

 

Finally, the pads were of a simple design, since they required little input : movement and two actions. The current ones are made by cutting holes into a plastic box and sticking arcade buttons in it, but propper ones would be assembled for a final product.

 

 

Final Though

 

I'm very happy about how the gameplay turned out. It's surprisingly easy to grasp and handle, and the Player-versus-Player gameplay makes it rather addicting ! There are quite a few differents ways of playing, with none being really unbalanced.

 

 

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