A team of 10 creators brings a seemingly endless supply of directions we can take our game in but it also meant that we landed on one we were all interested in. We had the group surround a white board to begin a free flow session of goals and themes we could explore. Any idea this early on is worth putting on the board to be considered by the team.
While brainstorming, we began connecting ideas to one another which led to us establishing our design goals
Repair: Create an experience that challenges a pair of players to work collaboratively towards a common goal.
Refine: Develop a design language that eases the player's initial entry when playing through the game. Ensure that the controls are simple and the objective is clear.
Replay: Make the gameplay session but incorporate features that entice the player to play again.
Making Fixing Fun
In order to create an interesting experience for fixing an object, we needed to create a visually appealing objective with delightful mechanics to complete it. We introduced a dual purpose design of hammering nails and twisting screws while also being able to rotate the object. This lazy Susan feature we included helped enhance the collaborative play style we sought out to achieve. Teams can increase their speed and efficiency by communicating with each other to fix each toy.
Character & Toy Exploration
Directing the Player Through UI Elements
Considering our effort to create a game with simplicity and clarity, we designed a menu system that functioned as a tutorial for our objective and mechanics. By starting the game, players will have gained the know-how for controlling the character. We also used this opportunity to introduce the red and blue colour coordination of the respective character. Character shoe colour followed with the colour outlined for the screw or nail, making each players responsibility a little more clear.
We designed our UI elements to be grounded within the scene of the game. It was important that our decision to use a diegetic interface still meant that the information was conveyed to the player effectively. We placed the timer as a clock to fit with the life like objects that players control. These allowed for the opportunity to make
Timer's Increasing Intensity
The Twisting System
During our initial playtesting sessions we discovered a bug that caused an offset between the screwdriver and the specific screw the play would interact with. While it wasn't game breaking, it caused players to become confused and disoriented.
We first began troubleshooting this bug by ensuring that both the Maya model and that model within the Unity Scene were both zeroed out on the coordinates. This somewhat helped but it didn't reduce the offset completely.
The issue was ultimately corrected by adjusting the animation properties so that the twisting state and idle state transitioned with one other in tandem.
Adjusting Animation Flow
RePair was one of the most popular games at Sheridan's Global Game Jam 2020 showcasing! We also presented the game at the Living Arts Centre for the 2020 Family Day Event.