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Solitude Station


“Stranded alone on the deserted research station, Solitude, you must find your way through the empty hulk and discover what happened to the crew.

Manoeuvre around the environment with your Personal Debris Hook and your EVA thruster to uncover the reason behind the crew's sudden disappearance - and why you were left behind.”

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Solitude Station


“Stranded alone on the deserted research station, Solitude, you must find your way through the empty hulk and discover what happened to the crew.

Manoeuvre around the environment with your Personal Debris Hook and your EVA thruster to uncover the reason behind the crew's sudden disappearance - and why you were left behind.”

Solitude Station

Overview

Solitude Station was developed over the course of 2 sememsters as my teams submission for the final year games project.
Solitude station is a physics based platformer set on the seemingly abandoned space station solitude. Players must keep their whits about them as they traverse the derelect shell of a spacecraft using their Personal Debris Grapple and EVA suit thrusters; with the occasional instruction from the ships primary AI.

Personal Contribution

My primary role during the production of Solitude Station was as a Secondary Programmer. Later in production I took up the responsiblity of Level Design, Lighting and Sound Design.

reflection

The production of Solitude Station was not without it's faults. The game's scale was incredibly ambitions for a 4-5 person team of our composition. Substantial changes were left until far too late in production. However, Solitude Station has much to offer in the way of a learning experience.
Solitude Station served as an excellent first venture into creating games in an indie setting. This included:

  • Application of Agile Methodology
  • Version Control
  • Asset Pipeline Management
  • Publication to IndieDB and Gamejolt
  • Promotion via Social media and Forums

Specifications

Developer & Publisher: Quantum Motosoft
Platform: Windows
Engine: Unity 5
Language: C#
Release Date: 20 October 2015
Download Link: GameJolt

Team

Callum Mabardi - Project Manager Joshua Hudson - Lead programmer
Philip 'Pip' Petersen - 3D Artist & Animator Bella Black - 2D Artist & Promotional Manager
Liam James - Secondary Programmer & Designer
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Party Poopers!


48 Hour Game Jam 2016

LOVE - POWER - SURPRISE

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Party Poopers!


48 Hour Game Jam 2016

LOVE - POWER - SURPRISE

Party Poopers!

Overview

Party Poopers! Was an entry in the 2016 Fab 48 Hour Game Game making challenge. The theme for this year was: Love - Power - Surprise.

Party Poopers is a 2D party brawler where up to 5 players take control of a love-heart at a surprise party. Each player has 2 minutes to collect as many tokens as possible before the timer runs out. During this time, players are able to knock tokens off of other players by hitting them with the stream from their party poppers, and zip around the arena with carefully timed double jumps
As players collect more and more tokens, they become more and more engorged with Love. The Player with the most love gains a special power: the surprise beam!

Personal Contribution

My primary role during the production of Party Poopers! Was as a sound designer and sound programmer.

I mixed all the in game sound effects and created the score.

Addressing the brief

One of the primary goals of the FAB48HR jam was to create a game that related to the 3 words provided at the beginning of the challenge.

In Relation to the theme of Love - Power - Surprise, Party Poopers! did the following:

Love - As the Iconic representation of love, Hearts were one of the primary motifs used throughout the game. The characters were hearts, they collected heart-shaped tokens (Tokens of affection, if you will) and the primary inspiration behind the main theme of the game was the heartbeat. In broader terms, Love can also be found in the act of participating in the celebration of a family member or friend.

Power - The player with the most tokens gains The Power, The ability to fire a wide beam horizontally across the screen. This allowed the player in the lead the slight chance to maintain their lead. As they were often the primary target of the other players, the power gave the leading player some chance to remain in the lead.

Surprise - Nothing quite embodies a surprise like a surprise party! There was also an element of surprise in the fact that a number of the balloons strewn about the arena contained tokens.

Reflection

While I enjoyed the process of making Party Poopers! immensely (despite going through chemotherapy at the time), I am also a little disappointed at the surface-level execution of the Game Jams themes. The majority of the Themes were exhibited through the visual and auditory aesthetic of the piece. From a ludological standpoint, the only  theme expressed through gameplay was power - wherein players would be given a power-up for being in the lead.

I also felt as though the gameplay lacked depth. At any given time, players had very few options for how to move around the stage or to engage with other players. While this could partly be expected due to the simple controls, games like Moppin's incredible Downwell Manage to squeeze incredible amounts of depth out of only 3 buttons (Best explained in Mark Brown from GMTK's fantastic video on the game)

Specifications

Developer & Publisher: Avert Studios
Platform: Windows
Engine: Unity 4
Language: C#
Release Date: 07 October 2016
Download Link: GameJolt

Team

Liam Kelly - Lead Programmer Liam Harris - Character Animation Hannah Arnold - Background Artist Andrew Hannam - 3D Artist and Animator Liam James - Music, Sound and Audio Programming