Project 4 – ‘Gone Crab’!
So we are going into our fourth project for Studio 2, this game must be based off the meaning of ‘home’ and more so what does home mean to us. This project will involve teams of 4, 2 of which are designers and the other 2 are programmers just like in Studio 1. This is good because the previous projects were either solo designer or a team of designers, so having programmers will mean we can scope a bit bigger.
One of the members had a really clever idea on how we could interpret that meaning of home in a game. The idea is that you play as a hermit crab from a third person perspective (similar to the player view in Crash Bandicoot (date)) and has to find new shells before they outgrow their current shell. The player can wonder around a secret little tropical beach filled with rocks, palm trees, shells, a lot of water and a whole lot of sand. For the visual aesthetic we are aiming for a carefree, tropical beach that can really make the player feel like they are in a paradise they can quickly call home.
Their goal is to increase in size so that they can stand up to some bigger crabs that won’t let them get to a small boat. When a player has a home (shell) equipped they will grow in scale, if they get too big for their shell it will pop off. Without a shell the player will cook in the sun rays and must find a new shell before they sizzle away. New shells will be procedurally generated on the terrain and on the rocks around the player based on their current scale.
For the environment we have a handcrafted space including a sand terrain and some rocky cliffs around the sides. We will have rocks, shells and other items such as nature and more human items filled in with procedural generation. The environment won’t generate completely random, we’ve desired to go half and half on the level design. We will use trigger areas that we can modify in the Unity editor and will spawn the desired items in that area. This allows us to choose where we want each item to be generated so that there is still some reason behind the space rather than complete randomization.
Currently we have this example level that gives an idea of how big the level will be and how we are planning to go about layout. We also have an idea of what the player’s critical path is going to be since we can lure the player around with different sized shells.
I have high hopes for Gone Crab, we have a great team that can really push this project to it’s potential. Although the end polish will heavily rely on visual work which I’m not as experienced at, any visual effect experience I can get is more than welcome.