Process






We first took inspiration from Zarvot for the type of play we were interested in. We wanted a multiplayer game where players were allowed to choose their character and play against one another in an arena. We also took inspiration from Jump Jump for the type of style we wanted the game to be. Due to the short amount of time, we agreed on a low poly style. After discussing what our game would look like and what kind of play we wanted our game to have, we began brainstorming ideas more in-depth about the gameplay and about what abilities we wanted for each character, how many characters we should have, and what would the flow of the game be like. Our game didn't have a narrative as to why these characters were battling in the first place which is why we brought in a theme of water scarcity and pollution. After adding this theme into the game we had to rethink how we would present it to our audience. Sketching up how the environment looked like we also discussed what we wanted each stage to portray. The first stage would portray a polluted environment, the second would portray water pollution, and the third would portray a drought. We also decided on a color scheme for each stage. 



To keep ourselves organized, we decided on discussing what we were doing, what we finished, and what we were working through discord and through a google sheet. On the sheet we also have a list of things we had to do. Even though we were organized in this way, we still weren't able to have as many special effects and feedback in the game. This was due to time constraints and taking too much time on doing one specific task to make it presentable rather than doing something quickly to figure out the balance of our game. 



At first, we added in spheres of water which would appear after going towards the center water pool and players would be able to go back to the area which they spawned at. But through playtesting, it was hard for players to understand that the spheres were water and that they were supposed to collect and restore their water source. So we added pools of water where the players would spawn at, these pools of water would slowly decrease over time, making players move towards the larger water pool in the center to obtain water. Another feedback was that there weren't enough things happening in the environment that would give an incentive to obtain water from the center. With this, we decided to add animations to portray the theme of that stage. The first would have trees dying with factories spawning along with trash in the environment, the second would have water continuously getting darker as barrels of oil is polluting the water, and the third would be a dry environment when you lose water more easily. 

Files

Hydration Hunt_MAC.app.zip 93 MB
Oct 31, 2019
Hydration Hunt_PC.zip 90 MB
Oct 31, 2019

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