Last week we got to announce our first project, a memory and hand-eye coordination mobile game called Punch Perfect. While the release is still a little while away, our team has been working incredibly hard and has already made lots of progress. As we can’t wait to start sharing this with you, we thought that this would be a good time for a game development blog post! For this first week, our game developer Sean will start by telling you a little bit about the software side of things. He has tried very hard not to make it too technical, but in case you don’t really understand everything (I certaintly don’t) and want to know more, just give us a shout. Anyway, let’s start!
Working on Punch Perfect over the past weeks has been a lot of fun and I can’t believe the progress that’s already been made. Below, I (Sean) will briefly take you through all the main steps in the game development process so far. Good to mention is that it is being developed in Unity.
• Simon logic
The original game mechanic was built around the Logic of Simon Says, having a constantly incrementing sequence in which the player is shown a sequence and then has to correctly input it.
• Phase Manager
The game was then broken into phases, allowing for the game to have different requirements at different stages of gameplay. The display phase uses the original “Coach Simon” logic and displays a sequence of images. The input phase then displays the same sequence again but doesn’t move onto the next position in the sequence until the player has inputted feedback. A final phase was added to allow for a buffer at each end of the phases to display feedback to the user.
• Game Manager
Game states were then set up to allow for the game to fail and be reset for continuous play (and testing). A round timer was created to create an urgency for the player to complete the sequence, failing them if they run out of time.
• Input Manager
Swipe gestures and controlled hitboxes were set up to require unique inputs to be entered before allowing the sequence to advance. These were individually set up for each element available to the sequence.
• Score System
The player was given a score and is awarded a value each time they complete a sequence, with the game storing and displaying the current highest score.
• SFX/ Music Manager
SFX triggers were applied to several different game stages and events throughout the game.
• Sprite Animations
Character animations were set up to display each of the sequence elements, with a fluid transition from one state to another.
• UI Polish
After setting up UI assets for the gameplay and menu, further polish was applied to various UI elements, such as animations, transitions, etc.
• Game Polish
Finally, as the game goes through rigorous user testing, further time was spent going through all of the aspects of the game, fixing any bugs and adding features to improve the overall look and feel of the game.
And these were the main stages that I have gone through for Punch Perfect’s development up until now. Be sure to give us a shout if there is anything you would like to know more about and let us know what you think. Next time, we will focus more on the art side of the game development process so keep an eye out for that!
Sean and Romy