Devlog 7: Documentation and User Guide | Escape From the M'lon Factory


Welcome to Devlog 7

This one will be a bit serious! But lets talk about, how I went, the state of the game and other things!

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Then VS Now. Ideas rarely come into frution unscathed...

For those who have followed the progress of this game, I am truely grateful by the way! You might remember a game concept devlog. 

(The Devlog)

Key Differences

There I detailed the choices and ideas I wanted to implement into a game. I wanted to talk about the differences between the game and the concept.

  • Genre
  • Influences
  • Target Audience
  • What to avoid
  • Key Features
  • Setting, themes, ideas
  • Game Modelling
  • Assets

Genre:

I'll go over each genre individually, (these were the genres I had) :

Platformer, because the character is on a 2D plane affected by gravity and can jump on platforms.

Side-scrolling because the game side scrolls to progress.

Endless, the game has no end unless the player dies.

Comedy, this more a theme than a genre. The game is meant to be silly.

Action, more a theme than a genre. The player escapes by busting through walls, killing workers, and destroying equipment.

Platformer:

This is mostly still true, although based on the definition of platformer I put in, I suggested there may have been platforms to jump on, this is not the case in the game, although you are still on a 2D plane and effected by gravity. This was based on the intention for a slammer enemy that would activate then wait a small moment before slamming, after the player stood ontop of it. 

Sidescroller:

This has remained intact and maintained through the game's development, as it is core to the game.

Endless:

This has also remained intact.

Comedy:

I believe this has remained intact as it, has an inherently silly premise, some of the obstacles and text are also silly.

Action:

Based of my specification on the devlog I think I have not met this, there is some minor gore via the melon exploding, but there is nothing present from my initial justification. I do not have the player destroying walls, killing workers or destroying equipment. Within this, I cannot adequately justify keeping this as a genre.

Key Influences: 

The key influences I wanted to utilize were:

Jetpack Joyride. (Copying its premise, mechanics and gameplay loop)

Carrion. (For its themes and premise.)

Concering jetpack joyride, I believe I have copied a few aspects, while changed a few in my own way, such as the movement, while things like gameplay loop remain somewhat consistent. 

Carrion I believe is slightly less of an influence on the main game, while the game maintains some absurd notions, I believe it takes more influence of Jetpack Joyride. This is because jetpack joyride on continued comparison, fix the bill for thematic elements and absurdity even more then Carrion.

Target Audience:

Unforunately I did not ask for player demographics during the play testing, so I can only sepculate based on testing I peformed with groups that I know the demographic of.  (I.e I peformed smaller play tests with friends and family.)  That it seems to be a range of 16-24 enjoy it. (Speculation unfortunately.)

What to Avoid:

I was very clear that I aimed to avoid complex control schemes, with the simple WASD movement I use, I believe I have met that.

Key Features:

The key features of the game were:

  • Manoeuvre in 8 directions, to dodge obstacles!
  • Endlessly run towards the exit, its just around the corner!
  • Dodge a variety of unique obstacles, each producing their own challenges.
  • Enjoy tasty fruit flavoured sprite art, sentient watermelons are the best kind!!
  • The game keeps track of how far you get, try, and beat your own personal best, or your friends!
  • Find power ups that, juice up your power, giving you the advantages, you need to escape.

I believe I met, 8 directional movement, endless running, and the game keeps track off how far you get.

Lets talk about what I didn't meet, and or did not fully complete.

I do not believe I met the variety of obstacles feature, because techniquely I have only 2 obstacles (1 with 2 varients)  and while they do need to approached differently, I do not believe that counts as enough. Ideally, 2 or 3 more obstacles would add adequate challenges, but implementing the advanced behaviour took a significant time. 


In terms of art, I did not implement sprite art, but instead vector art instead, why? When in consultation with Tom (the artist) we decided that, his strengths and to a lesser extent mine were much more suited in this space. Therefore we decided to pivot to that, for time concerns and quality concerns.

Last of on key features, the power ups. These from a long time in development were put on the backburner because of the time and effort on the coding and art side would require. Unforunately due to time constraints these will not be present in build, due to unforseen bugs, issues and other problems arising to slow down development. 

Settings, Themes and Ideas:

I believe this remains intact and true for the main game, you are watermelon in a watermelon factory, trying to escape.

Game Modelling:

One is true with this section, my lack of experience and naievty came into play here, I vastly underestimated the componenets, game objects and assets required for this project. This was in part from lack of foresight but also in part of underestimating how many pieces are required to complete a video game to a specified standard.

Assets: 

For the same reason, I believe assets in the game have blown out of proportion compared to the devlog, I believe this difference will be minimized with experience.

Feedback Summary:

I'll break this into two sections:

Game Testing Session Feedback

External Feedback/Secondary Feedback.

Game Testing Session:

For a full breakdown, check out this.  Devlog!

During these testing sessions, I really wanted to focus on the movement during the testing. But this was unfortunately bundled with an unfinished game that did not have, a restart, the graphics were not engaging.  I noticed that people were much more open to talk about those issues, while I was only largely able to get a little on the movement. 

But I believe these interactions lead to a better gaming experience. I think having straight forward quality data on the movement helped to improve it overall. While having comments on the other things help me to provide smaller, more personal tweaks to improve the game.

External Feedback/Secondary Feedback:

On a smaller note, I have gotten feedback from other game developers, lecturers and friends. These was much more personal, but very helpful, as the suggestions they provided helped to provide some useful addtions and tweaks, like the scaling speed, and the thumbnails present on the game. I believe because they can provide experienced feedback, with useful benefits. So I am able to stand on the shoulders of giants.


List:

Issues with Movement - Lead to overall movement improvement, makes the game feel better overall.

Addtions (I.e Menu, Restart, Score, Progression) - Helped to improve the flow of the game, gives the player some to try and progress through, compettion

Improve Assets: Improve the quality and visual appeal of the game, gives the game personality and its own uniqque presence.

Asset List:

(All visual Created by Cailean and Thomas)

Player:

Base Sprite (Image) " Melon man"

Walking Animation

Falling Animation

Initial Flying Animation

Flying Animation

Sprite (Image) "Seed"

GIBS:

Sprite (Image) "Broken_Eyeball"

Sprite (Image) "Broken_Gib_Hat"

Sprite (Image) "Dead_Body"

Sprite (Image) "Full"

Sprite (Image) "Gib_1"

Sprite (Image) "Gib_2"

Sprite (Image) "Gib_3"

Sprite (Image) "Gib_4"

Sprite (Image) "Gib_5"

Sprite (Image) "Melon_Fluid"

Obstacle "Saw":

Base Sprite (Image) "Saw"

Obstacle "Missile":

Base Sprite (Image) "Missile"

Rocket Animation (Changing Flames)

Missile Indicator Animation Frames

Floor:

Base Tiled Sprite (Image) "Floor"

Roof:

Base Tiled Sprite (Image) "Roof"

Background: 

Sprite (Image) "Melon"

Sprite (Image) "Tumbler"

       Sprite (Image) Foreground Box

Sprite (Image) "Conveyor"

Sprite (Image) "Gear"

Start Menu:

Image "Background"

Sprite (Image) "Logo"

Sprite (Image) "Start Screen Logo"

RoboBoss:

RoboBoss Float Animation

Addtional:

Bear.jpg

SFX:

Music:

"Ancient Passage" Mysterious Spooky Game Music by HeatleyBros  :

"Fury Road" Fast Action 8 Bit Rock by HeatleyBros :

"Luminare” - Fast Action 8 Bit Rock By HeatleyBros :

SFX (Sound Effects):

Footsteps: Recorded by Cailean Treloyn

Factory Exterior, Night :Sound Effect from Pixabay https://pixabay.com/sound-effects/factory-exterior-night-18018/

Juicy Splash: Sound Effect from Pixabay https://pixabay.com/sound-effects/juicy-splash-104642/

Mech Power-up:  Sound Effect from Pixabay https://pixabay.com/sound-effects/mech-power-up-37453/

Red Alert_Nuclear_Buzzer: Sound Effect from Pixabay https://pixabay.com/sound-effects/red-alert-nuclear-buzzer-99741/
robot tank:  Sound Effect from Pixabay https://pixabay.com/sound-effects/robot-tank-34600/

Scifi Abrupt Ending Riser 4: Sound Effect by floraphonic from Pixabay https://pixabay.com/sound-effects/scifi-abrupt-ending-riser-4-186956/

Water Garden Hose Noise: Sound Effect by Alexander Jauk from Pixabay https://pixabay.com/sound-effects/water-garden-hose-noise-150167/

Zoom Down by Prettysleepy Art: Sound Effect by Amy(prettysleep) from Pixabay https://pixabay.com/sound-effects/zoom-down-by-prettysleepy-art-11782/

Forest wind and birds: Sound Effect from Pixabay https://pixabay.com/sound-effects/forest-wind-and-birds-6881/

Spooky Vending Machine Hum:  Sound Effect from Pixabay https://pixabay.com/sound-effects/spooky-vending-machine-hum-20000/

User Guide:

Name: "Escape From the M'lon Factory!"

In "Escape From the M'lon Factory!" you play as a sentient watermelon trying to escape a vast dangerous factory, thats actively trying to kill you! 

Use W (Or Space) To accelerate upwards! 

Use A to go left! To safety, but alway forward.

Use D to go right, into the danger!

Use S to hurtle to the ground, like a meteor! 

This is the start screen! Here you can access all of the other menus, like settings.


This lets you change if audio is played or now.

Credits: This is the main credits for all contributors! (Hi bear)

All of the SFX. Used in this game!


The how to play screen, tells you how to play!

The main game, use the controls to dodge obstacles. Last as long as you can! Escape!


References (APA):

Code:
Will Kwan. (2017, June 23). Cloning jetpack joyride in Unity. YouTube. https://www.youtube.com/watch?app=desktop&v=ofZtyysHp1s

Assets (SFX):

HeatleyBros. (2016, September 9). “Ancient passage” mysterious spooky game music by HeatleyBros. YouTube. https://youtu.be/YmiposPOxxE

HeatleyBros. (2020, June 21). “Luminare” - fast action 8 bit rock by HeatleyBros. YouTube. https://www.youtube.com/watch?v=-c0EVoYGJRY

HeatleyBros. (2019, December 29). “fury road” fast action 8 bit rock by HeatleyBros. YouTube. https://www.youtube.com/watch?v=4aF6Tzna1V0

Alex_Jauk. (2023, May 17). Water Garden Hose Noise. Retrieved from Pixabay: https://pixabay.com/sound-effects/water-garden-hose-noise-150167/

floraphonic. (2024, January 19). Scifi Abrupt Ending Riser 4. Retrieved from Pixabay: https://pixabay.com/sound-effects/scifi-abrupt-ending-riser-4-186956/

Pixa Bay. (2022, May 10). Factory Exterior, Night. Retrieved from Pixabay: https://pixabay.com/sound-effects/factory-exterior-night-18018/

Pixabay. (2021, August 10). Forest wind and birds. Retrieved from Pixabay: https://pixabay.com/sound-effects/forest-wind-and-birds-6881/

Pixabay. (2022, September 6). Juicy splash. Retrieved from Pixabay: https://pixabay.com/sound-effects/juicy-splash-104642/

Pixabay. (2022, June 8). Mech Power-up. Retrieved from Pixabay: https://pixabay.com/sound-effects/mech-power-up-37453/

Pixabay. (2022, May 12). Pixabay. Retrieved from Spooky Vending Machine Hum: https://pixabay.com/sound-effects/spooky-vending-machine-hum-20000/

Pixabay. (2022, August 31). Red Alert_Nuclear_Buzzer. Retrieved from Pixabay: https://pixabay.com/sound-effects/red-alert-nuclear-buzzer-99741/

Pixabay. (2022, June 2). robot tank. Retrieved from Pixabay: https://pixabay.com/sound-effects/robot-tank-34600/

Prettysleepy. (2021, December 7). Zoom Down by Prettysleepy Art. Retrieved from Pixabay: https://pixabay.com/sound-effects/zoom-down-by-prettysleepy-art-11782/  

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