procedural generation

Mind the Trap

Week 12: New Minigames and Pathways


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Happy New Year to you all!

*cough* We’ve been slacking off a little on the weekly updates—new year resolution duly noted—but we’ve been hard at work! Here’s what’s been goin’ on since December of last year.

Minigame Rooms and Pathways

As some of you may recall, Mind the Traps is a dungeon crawler designed around pathways and rooms. In each room the players duke it out in fun Mario Party-like minigames yelling at each other and gawking spit from uncontrollable laughter. Between each room are sets of connecting pathways, a highly varied assortment of pillars, floating platforms, bridges, spikes, hidden traps, obvious traps, monsters, etc. etc. This is where all the devious fun comes in muahahaha.

Jodie has too many coins? Let’s smack her into the pit of lava. George winning too many minigames? Just let the monster snatch him up and feed on him until his pockets are empty of coins.

During these past couple weeks, we’ve been planning out all the minigames, traps, types of monsters, bosses and pathways and have been gradually crunching them out. The plan is to have a fully playable version by the end of this month, featuring 5 bosses, around 12 minigames, and about 30 pathways. Here’s a screenshot of us playing with fog and new procedurally generated pathways.

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Here’s a teaser for one of the boss concepts we’ve been playing with.

Spring traps boss (Twitter)

Story

We wanted the story and narrative to scream Stanley Parable and Battleblock Theatre—ridiculous and sarcastic humor. The team got together this past week and spent a good day chucking out a narrative. For now, let’s just say it involves puppy treats and squirrels, but we’ll reveal more later on. 😀

 

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Business & Marketing, Mind the Trap

Week 3 Vlog Updates: Promotional Campaigns, Camera Controller, Enemy AI, Procedural Generation


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See summary below.

Promotional Campaigns

We’ve been doing a lot of research on ways to promote our game next year, including the Indie MEGABOOTH at PAX, Kickstarter and Steam Greenlight.

It’s an extensive process to get accepted into the Indie MEGABOOTH. They look at not only your game but also your company, its members, and how you contribute to the community.

It’s currently too early in development to come up with a solid plan, but here are some preliminary goals:

  • Launch a Kickstarter campaign in the summer. The funding and publicity will allow us to extend development, add more features, and build a larger follower base in preparation for release.
  • Attend PAX in August.
  • Release game at the end of August. Selling in August means we avoid the hot beds for AAA studios to release their games, which is around the September to December time frame. Selling in August also allows us to take advantage of seasonal and holiday promotions, such as Thanksgiving and Christmas.

(more…)

Mind the Trap

Procedural Generation, Part 1: Looking Good So Far


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Mind the Traps is designed to be a fun-filled party game that you play with your friends for a few rounds, kinda like Mario Party and Super Smash Bros. For those reasons, it needs to be action-packed, short and replayable. Originally, we had a few options, such as creating a large amount of levels and adding character classes, but given that this would be our first commercial game we decided to go with a more risk averse approach—procedural generation.

So far, it’s turning out pretty good for the basic floor plan.

proceduralgeneration

If you had a chance to play the prototype, you’ve probably noticed that the game is broken down into pathways and mini-game rooms. We’ve continued with that method of level design and created a blueprint that procedurally generates pathways and rooms at the beginning before the game starts. It follows the simple logic of: for every 2 pathways (white colored blocks), a mini-game room (black block) is created. The final room (red block) is a boss room. 

All of this is kept uniform by following a simple set of rules:

  1. All rooms and pathways follow a simple grid system, where every 1000 by 1000 UE4 units are considered one “unit” in our grid.
  2. All rooms and pathways origin position are the centerpoint of the first 1 by 1 unit. So that if we have a room that is size 3 by 3, the centerpoint is at 1 by 1, the bottom-left-most corner of the square. This is so that calculating the entrance and exit positions of each room and path is uniform and easy.
  3. Every path and room is entered from the south, meaning the players only enter each room and path from the bottom of the room/pathway.
  4. Every path and room is exited from the north, meaning the players only exit each room and path from the top of the room/pathway.

Each previously created pathway and mini-game room is randomly chosen from preset arrays. Having arrays gives us the flexibility of adding more pathways and rooms in the future. (more…)