Hatchoo: Post Mortem

My thought process of the weekend

07 July 2017



The sneeze

When we first got this idea it all depended on whether we could get a good sneeze. Early on we decided that the easiest, cheapest and less time-consuming way would be via the particle system. Only problem was, none of use ever used the particle system.

So my adventure started. Spending a whole day to create a paint like stroke that worked via the particle system.

the effect

Level Design

During the weekend we got some show moments.

Show moment 1

During the first show moment we had a quick level and basic versions of our mechanics. At the time, when you pressed A you instantly started the chain part of the level, thus making the level ‘pause’. The mentors brought to our attention that this is a bad design. And they where correct, I mean what be the first thing you do when you enter a level?

I would

Show moment 2

During our second show moment, we needed to have a playable build, this was a half day before handing in. so that was good practice anyway. But during that run the mentors could play a fleshed out level.

The big main points they gave were

First level

With those points in mind I made the first level.

level

At first this looks straight forward. But contraire to what the mentor suggested, the first level doesn’t play itself. I did that on purpose. I didn’t want a useless first level, if I could explain more to the player, without making this level harder why wouldn’t I?

I played with the fact that players will start walking around and if they walk close to the ‘fat guy’ he will turn to you.

approximation of when you instantly press A How that looks in game

Now it doesn’t matter in what order they learn the mechanics because they are easy to learn, and you need all 3 of them to finish the level. This is how it looks when you turn the guy a bit.

approximation of when you finish the level How that looks in game


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