Platform : Android
Team Size : 3
Role : Lead Programmer
Dev Time : 3 Weeks
Engine : Unity
Programming Languages : C#
Drew's Gam3 was a small project initially done over the course of a few weeks. The game is extremely simple and involves the player tapping either side of the screen to collect falling boxes to get a high score.
Drew's Gam3 is an interesting project as it has a somewhat far reaching origin. This game dates back 2 years ago as an assignment to create a high score based game. This was not my own project at the time but rather a friend of mine named drew (as the games name suggests). The idea was not to do anything very fancy but make a fun and interesting score attack game.
Something important to note about the early versions of this game is that it was not initially available for Android. It's first platform ended up being Windows as we were on a rather tight time constraint to have our games ready. The ending result of this project was a working but unpolished game prototype. Drew had implemented most of the general gameplay ideas he had but fell short on a lot of other things he wanted to do due to the time-constraints. If you want to play the original version of this game, click on the link below.
Click to Play
The interesting part about this earlier version of the game is that it clearly uses the same aspect-ratio you would see on a mobile device. This made it clear that it needed to be ported over to Android-based devices somehow. It wasn't until recently in my Game Lab 411 class that we got the opportunity to do this. One of the options for people in Game Lab 411 is the ability to act as a freelancer. This includes heavily contributing to old projects to completely remake them from the ground up. I opted to totally reprogram/remake Drew's Gam3.
One of the first orders of business was to go back to the drawing board and re-evaluate what could stay/go and or be added to the game. For one, the most crucial thing to figure out was how to make the game feel more musical. In the version I linked above, music is clearly a present theme but only through sound. Mechanically there is nothing present that truly makes it feel musical. That being said we talked it over for a bit and came up with a solution. Tie the game to BPM(Beats per minute). The idea with this is that the spawning of cubes would be at the rate of BPM you enter. Here is the code I came up with to get this working.
As you can see in the code, the way it works is rather simple. I calculate the overall spawn rate by dividing 60 by the assigned Beats Per Minute. This makes it so every tick is as accurate as it can be. I even implemented a small sound tick function that will actually create a beat equal to the assigned BPM. I also created a simple MetronomeUpdate function that will check the assigned BPM after every tick. This ensures that the BPM is dynamic in case of a changing song. I try to make everything dynamic if possible so this was a no brainer.
The Game's New Look
The game being totally remade warranted changing the aesthetic. With this being the case our other team member, Ryan O'Hara took the liberty of creating new visual assets. This is the end result below.
In Game Screenshot