Dance Training
This game is based on my slightly embarrassing habit of dancing while riding subway cars. In order to beat this game, you must dance to fill up a pink bar on the top of the screen without getting caught by fellow subway passengers. You can move around the cart, throw cans to distract passengers, and, of course, dance! I wanted to create a game about dancing because it is something that I am very passionate about. It is something that I do almost every day, whether it's in a studio or in a subway cart. I had initially wanted my dancing game to be a rhythm game, but I realized a stealth game would be better because it would take more advantage of the things we're learning in class, it would relate more personally to a habit that I uniquely possess, and I just love stealth games!
This game was actually very fun to make overall. I never felt too frustrated during this development process, but if I had to pick a least favorite moment, it would be modeling the characters in this game. They seem very simple, but they actually took up a huge chunk of my time. I'm not much of an artistic person, so I didn't even know what I wanted them to look like in the end. I think that's why they were so time-consuming and difficult to make for me. Everything else about this project was pretty fun, though. Adding light effects when the player dances, coding passenger behavior so that they look at a can when it is thrown, and adding materials to game objects to make my scenes more alive were all highlights of my development process! I also found that regularly pushing to my Git repo was very satisfying because it made me feel like I was always making progress. I think a good decision that I (or Professor King) made was getting all of the gameplay/coding done first and then working on the art. I think it was just nice to get the harder/more nitty-gritty aspects finished before going back to polish the game. Something that I wish I did better was organizing my scripts in a cleaner way. I feel like my scripts were very messy and it that just made it harder to debug any errors that I got. I think I'm fairly satisfied with how my project ended up. Of course, there are things that I think I can keep improving on, but what I have now is very similar to what I had envisioned when I first decided to make a game like this.
Status | Released |
Platforms | HTML5 |
Author | Philip Park |
Made with | Unity |
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