Sleep Well
Project Team
|
Supervision |
Goal
The target of the GGJ@nextReality.Hamburg was to develop a playable virtuality game within 48 hours. The theme of the game was specified to be "What home means to you".Technology
We decided to keep it simple and easy extendable to be able to put in exactly the amount of features as we have time for. Therefore, we used voxel-graphics; so we can create our own 3D-Models within no time, using MagicaVoxel. Furthermore we worked with Unity, a cross-platform game creation system including a game engine. The game can only be played in VR.
Progress
At the beginning of the gamejam we talked a lot about the main game concept and game setting - what does home mean to us? After some discussions about monsters and a cruel world around the safe home, we came to the conclusion that it's a really great feeling when you finally arrive at home and the last taks for the day are finished.. so you can eventually sleep in peace.
We constructed a road map and sticked to it.
Our first goal was to create a raw, first playble prototype. So we created a simple sleeping room (including a bed and a nightstand) with the first interaction item in it: the lamp that can be turned on or off. This should be our starting point and the player's ending point. After that, we implemented the task-system: every item that needs some actions calls a "I've been completed" method after all conditions have been triggered. When the lamp next to the bed is turned off, the endscenario will be executed - what happens then, depends on the completion status of the tasks.
One by one, we added more and more items and more complex interactions. For example, there's a TV thats glowing although it's bedtime - it has to be turned off. To keep it simple again, at first it could only be turned off following the same concept as the lamp (touching it). Later, we included a remote control (hidden under the nightstand) - which only triggers when it's pointed in the dircetion of the TV.
Finally, there was a whole bunch of interactible items: an alarm clock, a cactus, one more lamp, and our very special pet: a cute little babydragon (with animations!)
When only some hours were left, we added all the end-scenarios, implementing a consequence for all completed and not completed tasks - including exploding lamps and oversleeping the day with loud snoring. Sounds were added to most of the items too - for example, the baby dragon makes coute idle sounds while patroulling, smacks while eating, and roars when someone tries to steal his meat.
The final game is playable with just the tiny hint that that you should turn off the nightlight when you think that everything is done.

