An endless runner game following a small dog trying to gain social media klout through networking on a procedurally generated sidewalk. Created as a Capstone Project for Ada Developers Academy.
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Personal Learning Goals:
- C#: Animations, physics, postprocessing
- Physics: Layers and collision matrix, raycast
- Lighting
- Game Design
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Problem Statement: 'Networking Dog' is a short and randomized dog-walking simulator in which you are a dog trying to increase professional klout by getting humans to stop and pet you during a walk without your owner getting too annoyed (they are resentful of your social media presence and just want you to be normal dog).
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Market Research: Outline the key insights from your research, including:
- http://hairnah.com/
- https://captaingames.itch.io/enviro-bear-2000
- http://www.sg4adults.eu/files/art-game-design.pdf
- http://art.yale.edu/file_columns/0000/1474/homo_ludens_johan_huizinga_routledge_1949_.pdf
- https://gamifique.files.wordpress.com/2011/11/1-rules-of-play-game-design-fundamentals.pdf
- http://gamestudies.org/0601/articles/rodriges
- Web Executable
- Timed Round
- Round is over after 2 minutes.
- No 'winning' condition. Player must survive round to receive score. Round will always take at least 2 minutes.
- Scoring: 'Klout' score will be represented on a 1 to 5 rubric coupled with an animation depicting their LinkedIn Connections, Twitter Followers and New Itunes Reviews on the dog's podcast.
- Losing conditions: Tension meter fills up.
- Tension meter with leash
- Round is ended if tension meter is filled (Animation: Owner picks you up and walks you the rest of the way, not allowing you to network).
- Positive Encounters increase tension meter.
- Player must balance getting points and avoiding to lose.
- Collisions with Positive and Negative Encounters
- Positive Encounters: People who stop to pet you increase 'klout' scores. Random 'small talk' text will appear on screen to indicate positive encounter.
- Negative Encounters: When you pass by trash, you eat it and decrease 'klout' scores. Random 'embarrasssed' text will appear on screen to indicate negative encounter. "Don't put this on snapchat...!"
- User moves through 3D environment in first person perspective
- Elements in game will be 2D sprites (planes), but the physical space (sidewalk) will be a 3D space.
- Since game will continue until game over conditions are met (losing or 2 min completion)
- User will see animation of their own dog paws on screen that will animate up and down to create sense of walking forward.
- Sidewalk will be circle in larger environment, but will always appear as mostly straight line in first person perspective.
- User controlled horizontal movement
- Left and right movement across sidewalk
- User will stop during encounters.
- User will always be moving when not in an encounter (not sure about this: maybe not moving at adequate speed will increase tension meter? Not sure what will be more difficult to implemement).
- Randomized spawning of encounters.
- Every time the game is played, the encounters will spawn in different locations.
- Score displayed at end of round.
- Score will take in values from the positive and negative encounters player collides with during walk.
- User controls movement by moving each paw forward.
- User controls vertical movement, not keeping up speed with owner will increase tension meter.
- User can collect randomized "power ups" that will increase different attributes.
- Increase charm with outfits and accessories.
- Increase speed by finding a good snack on sidewalk.
- User can view "speed" attribute.
- Increased speed will allow dog to get to positive encounters more quickly and minimize addition to tension meter.
- User can view "charm" attribute.
- Increased charm will increase the radius needed to collide with positive encounters, bringing them to you and minimizing addition to tension meter.
- Not all encounters with people are positive, avoid negative people who are allergic to you (the interaction would be awkward).
- Not all encounters with positive people end well, dog should make correct "small talk"
- User must type phrase in accurately and within time limit of interaction to get positive klout
- Innaccurate typing will result in embarrassment and negative klout.
- Multiple levels of increasing difficulty.
- User can choose dog breed at beginning of round.
- Implement as VR game?
- Unity
- C#
- Git