design story .pdf

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Fruit of the Fallen

Initial
Ideas
01

The initial idea was to make a
gamified vocabulary game that was
engaging enough to keep user’s
coming back everyday to play and
learn.

02

A lighter theme was chosen to have
more appeal to younger audiences.
Below is the first playable mock up.
First Demo

Graphics
Style

Deciding between handrawn and
pixel graphics proved to be difficult.
A hand drawn style was chosen as
it was more appealing according to
user feedback.

Theme
Evolution
01

Feedback testing showed that users
would love to see more mature
themes in educational games. So, we
set out to mature the theme more.

02

We changed to a
darker colour pallete
and added a timer bar
mechanic.

03

The UI has been made
to be more symmetrical
and with a “pop” effect.

Final
Mockup

This is the finalized non-playble mockup with the ideal vision for the game.
The layout has been changed to landscape mode which allows us to have
more room to work with. The focus of the screen has become the question
which feels immersed within the game owrld. A streak multiplier and an
ability mechanic has also been added to the design plan.

Animations

Animations were handled using basic frame changes with
2D sprites that were rendered in 3D.
Every enemy and character have at least 3 frames for
animations during attacks.

01

02

03

01

02

03

01

02

03

Player
Idle

Spritling
Idle

Boss
Idle

Player
Block

Spritling
Hurt

Boss
Hurt

Player
Attack

Spritling
Attack

Boss
Attack

Mechanics
Timer Bar

Multiplier

Spells

When the yellow bar passes a black notch with
red eyes, the enemy attacks. If the timer reaches
the end, the enemy attacks and the multiplier is
reset.
The timer bar may be the best addition to the
game. It creates pressure and forces the player
to recall words they have learned instinctually.
Players go into a “focus flow” and divert all of
their attention to the game. This is great for an
educational game!

The multiplier increases with each
consecutive correct answer. The
timer bar moves quicker the larger
the multiplier becomes. The multiplier
is reset when an incorrect answer is
selected or the timer reaches the end.

Spells are used to spend the
multiplier which gives the player
a reason to hit larger streaks. It
also gives the player a way to slow
the pace of the game as spent
multiplier reduces the timer bar
speed.

Levels

Inventory
01

This is the first usable demo of the inventory. At this
point we only have equipable weapons with some
basic stats. Items are swapped and snapped into
place by dragging.

02

Now armor and weapons have been implemented.
More stats have been added to the game, giving
the player more to manage and tweak. The player
has to balance between damage and defense.
An aggressive player can use all weapons if they
choose to.

Inventory

03

The final layout of the inventory screen. The bloated text has been replaced with intuitive
icons that are color coded based on defense and offense.
During playtest, users stated they were overwhelmed with the text at the top of the
screen. We tested this version and found that users can remember what the icons
represent after being shown the tutorial.

Semi- Final
Version

The UI is not yet finished and the health bars are placed at the top.
The multiplier does not “pop” enough and the player sprite could be
improved.

Final
Version

The final layout and
look of the game.

Credits
Robert
Janikowski

Product Owner
Lead Programmer
Game Designer

Igor Zayarny

3D Graphics Artist
Game Designer
UI/UX Designer

Evgeniy
Zayarny

Composer
Sound Design

Jim
Kemper

Programmer
Database Manager


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