Project 2 -
Playtime's Over



Role: Designer / UI
Software: Unity
Team Size: 4
Development Cycle: 4 months
Playtime's Over is a simultaneous turn-based strategy game where you and an opponent play as children who use their toys in an all out battle while mastering the ability to cheat. Both players plan out their turn's actions at the same time, and once both players lock in, their inputs unfold simultaneously. On their turn, a player has the ability to move one unit, each who have their own movement and attack pattern, and choose to use their "cheats." Players needs to think ahead and anticipate where their opponent is going to move and act accordingly.
My role on this game was to focus on designing the different systems in the game as well as balance them. Once our team established the theme of our game, I wanted to make sure all the different systems in place emphasized it, and that's where cheating came from. Looking back at how we played games as children was a big inspiration. As a child, we look for any way that can give us the upper hand, and that includes cheating. If your opponent ever did something you didn't like, as a child you might say, "actually never mind, he was really over here" or, "No he actually had a shield up the entire time." Utilizing this idea allowed me to come up with the different cheat ideas which adds a bit of reactionary gameplay to the mix.
In addition to the cheats I spent a lot of time figuring out which movement and attack patterns each unit should have, as well as balancing their damage and health values. Being a strategy game, I wanted to make sure each unit had the ability to counter different units in different situations. As such, my units became heavily based off of chess piece units and how they move. When it came to their attack patterns, allowing them to be free form and not follow the grid like each unit's movement pattern added a unique twist to the standard strategy game. It allowed for a bit more unpredictability, which requires the player to put more forethought into what they want to do on each of their turns.
One of my final focuses was helping on the production side of things, making sure things were getting done on time. This involved me working closely with our producer and helping develop a game plan for the team to follow throughout the semester. I also aided the team was create a priority list of bugs and feedback that needed to be added to the game. I took everything that still needed to be added to the game near the end of the production style, and prioritized them in order of which needed to be added in first.