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Friday, 2 June 2017

Kojima Drive

At the end of our game jam module in the third year of university, the entire cohort had to work on a game together. This was a highly ambitious project and the largest one I have done to date. Kojima drive was the brief that was given to us. We started off having to come up with game modes for a party driving game which were to form the mini games in the game.

We created a game mode which we entitled 'drive and seek' which was a kind of hide and seek. The player who was the 'hider' got a head start and had to evade the 'chasers' before finally reaching an end point.



I was in charge of the initial game mode logic which was then scrapped and replaced with a better system which utilised Unity's events. This system then later went on to be made with all of the game modes in Kojima.

I then went on to create several little systems such as waypoints, teleporters and decoys which never went into the game in the end. I also was given a 'twist' mechanic to create a manager for, however, due to poor inter team communication, this feature was never implemented in the game. It is widely the consensus of my team that this was not my fault, but nobody who was meant to be figuring out what to do with the system were actually thinking about what to do with the system.

I also helped to fix plenty of bugs in the game code with my group's systems, and I worked with my team throughout to support the systems that they were making



Overall, Kojima turned out to be a decent game, however most of the features that were made for it that I created didn't end up getting put in, which is a bit of a shame.

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