Amaze Adventure

Context

Embark on an extraordinary journey in “Amaze Adventure” where you assume the role of a child character, harnessing the elemental powers within a captivating world. Explore ancient realms, collecting elemental cards that enable you to forge new elements and compete to become the Elemental Card Champion. Alongside battling adversaries, you’ll lend a hand to the townsfolk and thwart the schemes of a gang of thieves.

This game represents our inaugural foray into 3D game development, a labor of love that propelled us into the world of game design from the ground up. While it may seem straightforward, its inherent charm is undeniable. It’s a genre and storyline we eagerly anticipate revisiting in the future.

Role

UI and UX

Character artist

Map concepts and layout

Main programmer and SFX

Gameplay and Story

Duration

August 2021 – July 2022

Tools

Unity Engine    Adobe Photoshop

Adobe Illustrator  Adobe Audition

Summary

Our aim was to craft a game tailored to the enjoyment of children aged 10-12. Given our learning curve in this genre, we believed it would be a straightforward endeavor. However, we soon learned that even seemingly simple adventure games demand depth and meticulous planning. Multiple redesigns of the world and maps were necessary due to our initial lack of foresight.

Gradually, we adopted a more structured approach, incorporating additional documentation and brainstorming sessions to outline the remaining steps. Establishing a Trello board and Discord channel facilitated communication during our individual development dives, which often spanned 12-15 hours. Eventually, the pieces began to fall into place, culminating in the exhilarating experience of playing through the game in its entirety for the first time. While proud of our accomplishments, I’m eager to revisit both the project and the genre.

This serves as a brief post-mortem of Amaze Adventure.

Key takeaways:

  • Even seemingly simple full-length games necessitate meticulous planning.
  • The iterative method proves highly effective within the adventure genre.
  • Purposeful character design is paramount in adventure games; generic characters fall short.
  • Extensive testing is crucial for adventure games, as interconnected systems can either complement or hinder one another.

Final Design

Card battles in Amaze Adventure game
Creator Creator in Amaze Adventure game for PC

Project Goals

  • Develop an Adventure game inspired by the pencil and paper mazes reminiscent of childhood school days.
  • Dive into the realm of modern gaming engines to harness cutting-edge technology.
  • Embark on a journey of video game development, beginning with a builder engine such as Smile Game Maker.

Project Process

To achieve our objectives, we adopted an iterative design process, a methodology deeply ingrained in my background as a commercial graphic designer and web developer. This approach, familiar to me from past projects, required multiple cycles to refine and polish our work. Simple projects typically required at least one cycle, while more complex ones demanded between 2-3 cycles. Larger projects spanning months necessitated countless iterative cycles. I likened this process to applying polish to a stone—arduous but ultimately rewarding.

Planning and Requirements: Recognizing the shortcomings of our decentralized planning, we transitioned to a more structured approach. Establishing a Discord channel enabled us to share updates and actions efficiently. Additionally, I created proof of concepts before implementing new elements or maps.

Analysis and Design: Leveraging my prior experience in creating kids’ games, I drew upon insights from my past endeavors, despite the significant gap of over 25 years since my last game development project. Armed with two decades of graphic design experience, I initially anticipated smooth sailing. However, challenges arose, particularly with the UI design, as the engine’s limitations necessitated the creation of custom scripts to address various elements.

Implementation: Implementation proved to be the most challenging phase. The builder we initially utilized imposed significant constraints, suitable for casual use but limiting for serious development. I spent considerable time devising workarounds for tasks that should have been straightforward, unaware of alternative approaches.

Testing: We enlisted several children we knew, comprising 2 boys and 2 girls aged 7-11, for playtesting. However, our limited pool of testers skewed towards a younger age group, posing challenges in gauging their comprehension compared to older children. Consequently, we cycled between difficulty levels, struggling to strike the right balance in the final version.

Evaluation and Review: Over the course of a year, we played the game daily, with our evaluation cycle proving to be out of sync and overly burdensome. Conversely, our review process was robust, characterized by regular sharing of updates and providing concise and constructive feedback to each other. With greater experience in the engine, we believe we could have navigated a more direct path to the end result.

What went wrong?

Menu System UI

Ah, the menu system… If only I could have downloaded all the knowledge into my brain before diving in.

Using Smile Game Builder into Unity posed some challenges, particularly with its limitations. One major hurdle was the screen display routine, where each element had to be specifically listed by number. Automation through loops and variables was out of the question due to the script execution within containers, which had fixed input and output cycles. This limitation became painfully evident when attempting to create dynamic inventory menus in real-time. To work around this, I had to pre-load inventory variables by meticulously scripting all possible variations, from item names to quantities and associated pictures. This cumbersome process, necessitated by the engine’s constraints, was a lesson learned for future projects—I’ll definitely consider these possibilities before committing months to development.

Despite the challenges, I take pride in what I accomplished within the builder. My brother even remarked that no one had pushed Smile Builder to such advanced levels before. Though it may have been rigged together, it looked legitimate.

 

Pre-Battle Card System UI

Hmm, the pre-battle card system… It’s plagued by random glitches that occasionally cause the overlay screen to vanish or become permanently stuck. There’s also the frustrating issue of the system occasionally forgetting the available cards. I suspect these glitches stem from the manual loop action I implemented to retrieve the card list—an issue reminiscent of the menu system challenges. It took several days of troubleshooting to ensure the cards reliably appeared on screen. I discovered that certain control actions had to be carefully sequenced to avoid input lag, likely due to the engine processing everything within containers.

What went right?

Menu System UX

Once the UI was completed, all the issues mentioned were resolved. It was incredibly satisfying to behold a seemingly legitimate menu and inventory system for the player. Not only could players see what items they possessed, but they also received hints about what they were missing. I’m eager to tackle this again and enhance its interactivity even further.

Camera Use

I was thrilled with the camera setup I devised. Initially, the camera remained stationary wherever the player halted. Gradually, I refined it to hover closer, just above characters engaged in conversation. In the final iteration, I implemented a cinematic-inspired camera that dynamically adjusted to capture characters speaking, injecting a sense of dynamism into basic dialogues. The Battle Intro scenes, employing VFX and the camera to amplify excitement, proved particularly enjoyable and enlightening. This experience taught me a great deal about the intricacies of camera dynamics.

Teaching through Elements

My aspiration was to instill a deeper appreciation for chemistry among kids by incorporating elements based on real science into the game. For instance, players could collect a Coal card and then combine it with the Gravity and Fire cards to craft a Diamond—an upgrade from a relatively mundane card to an incredibly resilient one capable of withstanding damage. The concept extended further, such as merging the Sun card with the Diamond to unleash a laser power capable of dealing devastating blows to opponents. On a simpler note, combining Fire and Water cards produced the Steam card. While not as potent as fire or water individually, Steam possessed the advantage of attacking first and embodying the strengths of both elements.

Location System UI

As the game world expanded, we recognized the need to incorporate a compass device to aid navigation. However, we opted against providing explicit directions, as the game revolved around maze-based exploration. Instead, the compass element pointed players in the right direction, leaving them to navigate to the objective on their own. This integration relied on a clever use of UI overlay and a straightforward waypoint marker system.

Elemental Designs

The evolution of my elemental character designs was quite remarkable. Initially, I began with symbols on cards, but as the game progressed, I transitioned to characters. However, these early designs lacked vitality and appeared somewhat lifeless. In the final iterations, the characters exuded personality and energy, breathing life into the game. I’m eager to expand upon this concept in future iterations.

UI / UX Reflection

Venturing into the realm of card battle games for the first time, I drew inspiration from classics like Pokémon and Final Fantasy. However, I have several fresh ideas to inject more interactivity and excitement into the action.

Battle Interface Enhancements

  1. Implementing a tap mechanic to select cards and reveal their move lists would streamline gameplay.
  2. Introducing gesture-based attacks, such as swiping forward for quick strikes and swiping backward for defensive maneuvers, would add depth to combat.
  3. Incorporating special finishes on card faces, like metallic or holographic designs reminiscent of real-life collectible cards, would enhance the visual appeal.
  4. Introducing more tactical move options involving rest turns and last-chance turns would deepen strategic gameplay.

UI Aesthetics

While the current UI adopts a flat design, I envision a more dynamic approach with varying levels of opacity and textured interfaces resembling metallic or crystal surfaces for added visual interest.

What’s left?

The interface has been tailored for use with an Xbox Controller, with specific icons crafted for on-screen prompts.

Various Menu Items

This sprite sheet served as the backbone of our inventory system—a somewhat old-school approach that proved effective, particularly given the constraints of the engine. We were immensely pleased with the final in-game appearance it achieved.

Concept:

Amaze Adventure began as a tech experiment, venturing into the realm of 3D for a paper dungeon-style game concept. The goal was to create a multi-goal environment where players could explore various avenues. The primary objective was to enter and win the Elemental Tournament, while side experiences involved assisting townsfolk or disregarding their needs. The game emphasized the importance of kindness and helpfulness, rewarding players with special Elemental card gifts and items for their altruistic actions.

User Interface / UI:

The user interface was optimized for Xbox controls, allowing players to perform all actions exclusively with the controller. Adapting an RPG-style game to this setup presented some challenges, particularly with managing inventory and card collections, which could grow significantly over time. The UI underwent several redesigns, oscillating between minimalist and overly complex designs until testers identified the optimal solution. Context menus were programmed to adapt to the player’s surroundings, with the A button serving as the primary action key and the X and Y buttons providing quick access to character loadouts.

User Experience / UX:

The most time-consuming aspect of the project was refining the user experience, which saw constant revisions and overhauls throughout development. Revisions often necessitated recreating entire sections of maps and adjusting quests and puzzles to maintain coherence within the game world. Player testing focused on evaluating gameplay flow, aiming for intuitive navigation and minimal distractions from the core puzzles and challenges. The final iteration featured a quest tracking system with prioritization and memory features, enabling players to explore freely while easily returning to story quests as needed.

Gameplay:

The core gameplay remained consistent throughout development, prioritizing its refinement from the project’s inception. Significant changes centered around balancing card powers and enhancing the combat tracker system, which allowed players to engage in practice matches, exhibition matches, and tournament matches while tracking win/loss records and leveling up cards. Additionally, the AI was designed to engage in battles between player matches, ensuring variability in each playthrough of the tournament ladder.

Impact

This project significantly enhanced both my brother’s and my own abilities in video game development. Even before completing this game, we had begun learning how to use standalone game engines instead of relying on builder interfaces. Considering our novice experience, I believe we managed to create a fairly decent game. Looking back, I can’t help but wonder what we could achieve with this concept today. After two years of learning Unity and Unreal Engine, and nearly four years of diving deeper into game development, I am confident that the result would be truly amazing!

Design elements in this FPS game

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Mobile Casino style game in Mario Style

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Classic UI for Card collection game

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