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Game Name:

CATCH

 

Genre:

Puzzle Game

Team Member:

Baoze - Design and Art

Ziwei - Program

Production Cycle:

6 weeks (about 8 hours per week), 7.1 - 8.12, 2022

Production Platform:

Unity 2021.3.8f1

Landing Platform:

​PC

Player Number:

1

Game Duration:

20 ~ 30min

Summary:

This is a stylized rendering First Person Puzzle Game. Players need to capture and project objects with a camera to complete a series of secrets.


In this project, I am mainly responsible for the Design and Art part, as well as the Project Management and Script Writing related to some visual effect. You can download and try it in the GitHub connection below:

iChiv/Project-Catch: Programing (github.com)

Introduction

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This project was born in a GameJam with "Angle of View" as the theme. In the brainstorming stage, we two came up with five favorite keywords, then expanded several keywords from each other's keywords, and selected five of the 50 or so keywords as the final project goal.

副本-BrainStorming (1).png

The five key words we finally selected are:

●  Stylized Rendering: We hope to make the game look beautiful with stylized scenes.


Game Dimension Increase: We hope to expand the playing method to multiple dimensions.


●  Scene Mechanism: We hope to distribute puzzles in the game scene.


Human Action Interaction: We hope to adapt the game to VR, so that players can complete decryption through actions.


●  Outer Wilds: We hope that the game can make players fully feel the exploration experience like Outer Wilds.

52A869FEA54CD2D9FFDBD3D708D09D71.png

We finally decided to create a 3D stylized rendering first person puzzle game. The player needs to take photos with his camera to complete a series of decryptions, including projecting the objects in the photos into the real world and recording the motion state of the objects. These designs cover the conversion from 2D to 3D and then to 4D(Time), achieving the goal of "Increasing the dimension of the game".

Conceptual Design
Game Play

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There are three types of core interactions in the game. Their names and functions are:

  • Static Capture: Catching the state of an object when it is still such as a stationary stone.

 

  • Dynamic Capture: Catching the state of an object when it is moving such as a rotating gear.

 

  • Project: Projecting the objects caught into reality.

 

Players need to flexibly use these three functions to complete decryption. The camera can only store 1 photo for projection. If you capture the existing photo again, the original photo will be overwritten. The photos will be automatically destroyed after being projected once.

图片3.jpg

Take this mechanism in the game as an example. This mechanism combines dynamic and static capture decryption. The goal is to make the No. 6 gear rotate clockwise, but it cannot run due to the lack of some parts.

Therefore, the correct solution is to project the dynamic No. 7 gear and project it on the No. 1 position as the power source, and then project a static gear on the No. 4 position, so that the decryption can be completed. 

Flow Chart

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Collectable Hidden Elements

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Iteration.png

Questionnaire

We distributed two questionnaires, hoping to find and solve problems in the game from the feedback of players. A total of 27 people participated in the questionnaire survey. After excluding the invalid questionnaires (such as all choosing one option), we selected 20 high-quality questionnaires as the final survey object. The contents and results of the two questionnaires are as follows:

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Iteration

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Other Work

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I think the gameplay of this game has good expansibility. If there is a chance to continue to improve this game in the future, I hope to optimize the following points:

  • Improving the guidance part: I think the interaction mechanism of the game has been tending to perfection. However, due to the short process of the game and the lack of early guidance, it is difficult for players to directly start the game by relying on a few teaching posters. We hope to add more teaching levels in the early and middle stages of the game, and let the players become familiar with the interaction of the game step by step through some simple puzzles. Only in this way can the players flexibly use "static capture" and "dynamic capture" in the subsequent unveiling of secrets.

  • Put more puzzles: At present, we have made 6 large puzzles. I think this number is far from enough to fully reflect the fun of this game. Only 2 puzzles in the game require players to use "dynamic capture", which makes the interaction of "dynamic capture" meaningless. We hope to add more puzzles to the game that require players to flexibly use the two capture methods.

  • Adaptive eye tracker: In the world view setting, the protagonist of the game cannot touch the physical objects other than the camera in reality, and can only change the objects through the camera's photographing and projection functions. It can also be understood that the protagonist of the game has no hands. Therefore, if the interaction between shooting and projection is designed to blink(For example, blinking the left eye indicates capture, and blinking the right eye indicates projection), players who do not need to use both hands will be better brought into the game worldview, which may increase the sense of exploration and experience. In addition, more importantly, we want to make a game with more social value. We hope to help disabled players to fully enjoy this game. At the same time, because the interaction mode is highly consistent with the game worldview, these players will not feel the deliberate design that "This game is specially designed for the disabled".

That's all I want to share about this game. Thank you for reading.

Future Plan
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