Started From The Bottom

Today I want to write about how we created the basis for DOT Space Hero. The prototype.

I started learning Unity 3D two years ago, I decided on this engine because I had read very good reviews, the community behind it is huge and isn’t too difficult to learn. I had experience programming in Cobol and as you can imagine any resemblance to C # or Javascript is coincidental, so the first 2 months were especially hard to myself, there were days that I went to bed having spent hours and hours and I felt like I wasn’t advancing in the learning. It was horrible, but after two months I achieved to create a few simple prototypes that served to make me a small portfolio and find an artist who would like  to create a game and who would be willing to join on this adventure.

I was really lucky, I was looking in some forums and I meet Carlos (Ozma) a guy who was in the same situation as me and had a great portfolio with small projects himself. He really set the bar very high, I never thought that someone with such good aptitudes would like to join me.

We only knew that we wanted to make a simple and short game which don’t take us over three months … At the end as often happens in these cases the project was getting bigger and bigger until we had to stop us because it was getting endless. We took finally more than 1 year to develop the game.

I was creating a consistent prototype during the first week and Ozma designing the main character and the game environment. The first prototype was a jump’run where DOT was running on a spherical planet, the obstacles appeared randomly and DOT only had to dodge jumping.

DOTPROTO1

The idea didn’t really convinced us at all and I had very fresh in my mind a stage from Donkey Kong Country for the Wii. It was the rocket barrel’s stage, a special stage where you control just by pressing a button a barrel like a jetpack, I loved the concept, it was very funny and simple. A few days later we had a consistent prototype, we also changed the spherical planet to a horizontal scroll , but then came this fantastic game called Jetpack Joyride, wow, that game is awesome and it has taken great heights on our initial idea.

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We had to give a return of nuts to give it that distinctive touch, then I noticed that shooters that I had played on phones were very uncomfortable to control. Why not make DOT a shooter? The control would be totally comfortable for the player and the only thing I feared was creating behavior’s enemies considering that control limitations, but what the hell, is that a problem? I was looking forward to it! So we closed the prototype and started working hard to give life to our baby.

-Isaac

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