Coolboarder
Title: Coolboarder
Release: July 2018
Original Development Year: 2015
Development Period: 3 Weeks
Development Status: Completed
Availability: PC
Tagline: Ride in Style!
Release: July 2018
Original Development Year: 2015
Development Period: 3 Weeks
Development Status: Completed
Availability: PC
Tagline: Ride in Style!
Just like Aztec Game, Coolboarder was a school project except this time it was for a communications class. The assignment was to create an ad campaign for a fictional product. Our idea was to create a game that would be embedded as an advertisement in websites which would in turn draw a younger crowd to play it and hopefully create interest on the product: a hoverboard (I said fictional).
During this time I was also still working on Robocolypse and considering how much I had already underestimated the amount of work required for that project I chose to create a simple yet addictive game in the vein of the "Flappy Bird" clones. At the time I didn't really have an understanding of how to go about deconstructing the genre and making my own kind of "Flappy Birds," so I went with a few basic mechanics: (1) moving up and down, (2) avoiding projectiles, and (3) survive as long as possible.
During this time I was also still working on Robocolypse and considering how much I had already underestimated the amount of work required for that project I chose to create a simple yet addictive game in the vein of the "Flappy Bird" clones. At the time I didn't really have an understanding of how to go about deconstructing the genre and making my own kind of "Flappy Birds," so I went with a few basic mechanics: (1) moving up and down, (2) avoiding projectiles, and (3) survive as long as possible.
Not particularly innovative at all, but it was a very achievable goal that I could set for myself in the time from conception to the due date. I used some variable trickery to create momentum for the player while they controlled the hoverboard as I felt that if it were real it would most likely have very "floaty" controls and I wanted to represent that.
As I've said numerous times at this point art isn't my strength at all, however I was satisfied with how the logo for the fiction "Sky Enterprises" turned out despite being a bit pixelated. Perhaps if the rider in the center wasn't just a stick figure, resembling more of a silhouette and the details less smoothed then it could actually be used for an advertisement in the future.
As I've said numerous times at this point art isn't my strength at all, however I was satisfied with how the logo for the fiction "Sky Enterprises" turned out despite being a bit pixelated. Perhaps if the rider in the center wasn't just a stick figure, resembling more of a silhouette and the details less smoothed then it could actually be used for an advertisement in the future.
The adjustable game elements return from Robocolypse except this time they only modify the difficulty of the game. When demoed this to the teacher before showing it to the class during the presentation I pointed the feature out to him. He was immediately intrigued by the "God tier" difficulty and picked it. His reaction was priceless, and it was a fairly low effort system to add!
The work done on this game has a few neat quirks that I'd like to highlight. Originally the music for the game was taken from the Robot Roller Derby Disco Dodgeball soundtrack since I thought it fit the motif of the game very well; in the release version however this was obviously needed to be changed and I substituted it with open source music. As a joke to myself the name for the object that manged the music was "iPhone." Additionally, I did have an older version of the logo, but it wasn't really themed at all to what the product was supposed to represent and as a result I cut it. However I ended up liking the design so much that I redesigned it and kept it as my logo now! You can read more about that here.
The work done on this game has a few neat quirks that I'd like to highlight. Originally the music for the game was taken from the Robot Roller Derby Disco Dodgeball soundtrack since I thought it fit the motif of the game very well; in the release version however this was obviously needed to be changed and I substituted it with open source music. As a joke to myself the name for the object that manged the music was "iPhone." Additionally, I did have an older version of the logo, but it wasn't really themed at all to what the product was supposed to represent and as a result I cut it. However I ended up liking the design so much that I redesigned it and kept it as my logo now! You can read more about that here.
Music Credit:
"Cephalopod" "Club Diver" "MTA" "Ouroboros" "Rocket" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/
"Cephalopod" "Club Diver" "MTA" "Ouroboros" "Rocket" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/
Last Update: 07/04/2018