Puzzel + Platformer - Fix some broken scaffoldings as a slient new staff 


Role : Game/Level Design, Programmer, Art

Tech detail:  Unity, C#, Lua

Timeframe : 5 Months, May - Oct 2023

Demo : https://shellciao.itch.io/head-of-delivery
Overview

What are the potential of self-made platforms, how would it affect player’s puzzel solving experience? Head of Delivery is a prototype experimented on this topic. The puzzle solving styles are affected by player’s platforming skills while platforms are created by puzzle solutions.

Born out of Ludum Dare 53.


Task Overview


  • Created an event-driven system that guides game progress and level switching.

  • Designed and implemented coupled economy and ability systems which promote different playing styles.

  • Designed all levels with trophies and hidden easter egg events about the game’s background story.

  • Developed the tutorial and helper systems to encourage player investment in the puzzle-solving process.

  • Created all cutscenes and triggers and dialogue writing.

Design Decision + Learning



System Design 

Economy: Paint + Step + Token + Shop





The game has 3 intertwined concepts, paint, step and token:
  • player are given paint at the begininng of each level
  • each step will consume 1 unit of paint
  • each unused paint equates to 2 tokens at payment 
  • each tile placed equates to 1 token at payment

The tokens are the primary reward in the system and can be used to purchase abilities in the shop.
Player’s decisions on movement and tile placing results in different strategies in achieving the game, thus have the potential of developing player styles in the game. Hidden token bags are up for grabs, they are located at difficult to reach positions and would require player to have unused paint at this level. The exchange machine adds a random factor, players can exchange unused paints for either 1 or 3 tokens with chances. Allows additional decisions in the economy system.


Unused paint carry-over

Pickup hidden tokens

Exchange machine


Ability design - augmenting playing styles




Hammer destroys existing blocks

Jump boost launches player into the sky

Players will enter the Ability Shop after finishing the level to buy new abilities.
The new abilities are designed such that players could uncover new ways of puzzle-solving. Now the players will obtain more strategies when dealing with the same level which will foster diverse gameplay styles.

Hammer

by altering existing terrain the levels will become non-linear, players can traverse between the levels and decide the order by themselves.
Jump Boost
Player can now jump much higher to get over obstacles easily, such that a combination of the jump boosts can bring exciting gameplay experiences.

Different solutions/level trajectory to the same obstacle


Helper system: player tool - Note 


During initial playtesting, players showed eager intent to make moves constenetly without imagining the results of the moves and feel anxious once a desired step cannot be made after a few attempts. It was difficult for players to imagine the sequence of steps and remember the steps they made. To encourage the player to not making hasty moves and to imagine, thus learning, the rules and patterns of dice-rolling before making actions. Note-taking abilities benefits puzzle solving and manages the flow of the solution process. By saving in terms of pair of tiles and the steps made inbetween, the game pivots towards segamenting the puzzle solving process into pairs of tiles.

To make sure smooth interaction with the note, the following decisions are implemented:
  • continous passive background recording, saves the steps just made when player choose to save
  • automatic sorting of records based the step counts.
  • limit the number of records with same step count, player will need to replace the existing record to save new one.
  • self-adjusting the thumbnail scale of record page by calculating the bounds of steps and convert into scale of the render texture.




Auto-sorting of records based on steps/deleting records

Self-adjusting thumbnail size based on steps count

Replacing existing records with same step count





UX + Tutorial


The slight idiosyncrasy of the concept and the rules of note system demands a thorough tutorial and help from UI. The tutorials are done in forms of small cutscenes with character dialogue and demostrations, all tailored into the narrative of “new employee onboarding”.

In the first iteration, all tutorials happened within the first scene, connecting the opening cutscene. Play-testers reported the cutscene was too long for them to focus on the content. The first instance of player input came in too late in the dialogue, which made reading through the dialogue a chore. Then it became nature to segment the tutorial into smaller chucks with only one thing to teach in each chuck, and separate them with player inputs.

Allow player movement after short dialogue

Demostrate the flow of interaction with the system in tutorial

I designed the dice face indication and the step system with intention for them to be intuitive and needless of a tutorial. The step system was not well understanded by the play-tester at first. The unused steps will be carried over to the next level while the new level will give the players some new steps. To resolve that issue, I appended another bottle to indicate the leftover steps and made an animation to indicate the unused step carry-over mechanics.

Step UI animation at the begining of each level change

The leftovers are consumed after the main bucket to further differentiate the two indicators




Learning

  • Agile adjusting based on playtesting feedback.
  • Difficulty management based on testers’ gameplay videos.
  • Tutorial making and flow control.
  • Difficult to implement features are not necessarily better than simple and easier features.
  • Communication frequency with artist should be determined early in the project stage.
  • Incorporate testing early in the development.



Design Doc





TECH Decision + CHALLENGES



Record System


The record system is supported by recordEntry composed of steps, to improve performance, each step is keyed so no two same step can be made.





Level Change Cutscene Event Management







Level Design and Editing


The levels are arranged with increasing difficulty curve. Most levels have a specific trick about dice to teach the players and the players can apply the trick in the following levels. But to accomandate all kinds of play styles, all of the levels (except for the first two tutorial levels) have more than one solution. The player can use more steps to pass the level which will leave them with less awarded tokens.

Learning how to make adjacent stamps

Applying the learnt knowledge



The components of a level were separated and implemented into tools for quick level editing.

  • begining position of player
  • begining position of head
  • level completion trigger (beyond this point player can no longer restart the level and the level is considered passed)
  • level triggers (calls change level event)

Each of the segments are controled through quick scripting in editor for fast adjustment and iteration.


Challenges


  • The initial design was updating the recorded steps in realtime in the thumbnail section. However this implementation counters its nature as a referencing source. Then to optimize performance, the spawning of icons are done at the time of record page accessing with pooling. The thumbnail is then achived by adding an additional camera looking at the selected record page.
  • Cutscene handling includes updating states of game state objects and scene objects. The complexity of involving multiple events requires careful categorization and sorting of objects’ hierarchy.

Full Gameplay