Good Will Haunting

GWH1

Good Will Haunting is a game created between the University of Toronto and OCAD University students. In the game, you control a ghost who must get everyone else out of a burning building so that you can live in the afterlife in peace. You want them out because you do not like sharing your haunting ground and want to stay as the solitary ghost in the region.

You can scare people, possess objects and dead humans, all the while dodging enemy ghosts! Solve the puzzles to get the humans out of the house dead or alive because as long as they aren’t there, their ghosts can’t haunt the same space.

Good Will Haunting was shown at the Level Up! Student Showcase 2015.

17 12 11 10

UofT students: Timothy Chu, Lingfei Gao, Cio Tang, Amy Yang

OCADu students: Corey Dean, Tiffany (Tee) Ng, Jungjoo (JJ) Yang

Try it for yourself HERE

TGGJ 2015 – God Complex

GodComplex1

This game was made during the Global Game Jam 2015 in Toronto with Jord Farrell and Marishka Zachariah. As it was done for the Global Game Jam 2015, it was completed over a weekend of coding, art making and jamming.

Screen Shot 2015-06-11 at 3.55.06 PM Screen Shot 2015-06-11 at 3.55.18 PM

In this game you play a character who has multiple gods vying for your devotion and attention. It is up to the player to choose which to follow and worship.

Play it online HERE

Loneliness

Loneliness was created when I was feeling melancholic and distanced from people. I felt lonely and alone and thought creating a game to express myself might help.

I had originally started the game as a search for collecting friends but they would constantly disappear. When they were all gone, the game would end.

This was the original character design: character

However, I changed the goal and made it a game where you tried to escape from being lonely and alone. Neither game had a win state as I felt nihilistic and wanted people to experience the helplessness I felt.

The newer character design: idleF5

How to Play: Arrows = Movement

Download:

Both are PC only.

Loneliness (Game): Download Here

Loneliness (Assets): Download Here

Alone (Old version): Download Here

Tone Death

Tone Death is a two-player music battle game! Send notes at the opposing player and try to get the highest points! Treble notes hurt the opponent where bass notes cancel Treble ones.

20131205_10424620131205_12595820131205_125023 titlep1wintie 

Video

Description:

Tone Death is a game where two players face each other in a music battle to the DEATH! Each player can send out either treble notes to attack with or bass notes to defend with. A treble and bass note cancel each other out while a treble note will raise your score if it hits the other player.

Each player can only send out a note once every ½ second. Rhythm is a great benefit to playing because you’ll be able to capitalize on sending out the most possible notes. Try to continue to switch between bass and treble notes to both confuse your opponent and to balance your offense with your defense.

Each player has the ability to send out five possible notes at any given time. You switch between treble and bass notes by pressing the sixth button. Try to be creative and rhythmic with your play style.

Development:

This week we had to make a Party game to be played at our end of year wrap up class. We knew we all wanted to do a music game but we had to figure out how to make it a party music game. We eventually figured a music fight we be cool and fun so we went with that. It being a music game it needed to have rhythm and that is harder than people think to incorporate into anything.

20131204_194421 shot1 shot2 shot3 shot4shot5

Future Directions:

A definite future addition would be more songs and the ability to choose which one to play. Maybe add some death metal, rap, pop, or whatever to make it more universally appreciated. It could become the next Rock Band or something.

Another thing would be to add more polish but I guess that could be said for any game that is done in a week.

Team:

Aaron Bosnjak

Lucas Branco

Conner Campbell

Corey Dean

Download Links:

Code: https://www.dropbox.com/s/80hmm9zj0y0ddyr/Tone%20Death%20-%20Code.zip

Executable (PC): https://www.dropbox.com/s/5512lcbogvj731z/Tone%20Death%20-%20PC.zip

Executables (Mac): https://www.dropbox.com/s/zxf2a9uu1xahu5t/Tone%20Death%20-%20Mac.zip

Reflection

Bring your emotions together and feel peace. Your emotions don’t have to be in conflict; they can live in harmony.

ImageImageImageImageImage

20131010_083936

Video!

Description:

Reflection is a game about becoming one with yourself. You control two conflicting emotions at once. You must navigate them through a split level, focusing one at a time, both at once, all while avoiding peril. You need to bring peace to your emotions by combining them within yourself.

This game is designed to help people to understand living with their emotions. Emotions can be powerful. Emotions can be overwhelming at times. Sometimes however it is good to be able to control your emotions or at least put them at peace. This game was created to help people realize this.

The theme we went for was simultaneous opposites. As stated before emotions can be opposed at times but this doesn’t mean that we should ignore any emotion. We wanted the player to control both emotions at once to make them see that no emotion is bad but that all emotions should be brought together to make you more whole as a person.

Development:

We started by brainstorming ideas. At first, the cards that flipped up had us thinking about a stealth spy game where you have to break into a building, dodging enemies, and collecting information. As we collaborated more the idea began to change towards what we finally created. We mapped the game out as a reflective game where you control multiple things at once, while still dodging enemies and collecting things. Eventually we dropped some things and fleshed out a few others.

20131003_142702 20131003_144933 20131004_134057 20131004_140221

Obviously there were challenges but a lot of things we went too. What went well was that everything seemed to fall together once we got the ball rolling. Nothing was last minute. It all went along at a comfortable pace. However, some of the problems took the luster off an otherwise enjoyable development.

20131004_142056 screenshots1

Brenner, who did the art, had issues with the colour palettes. This was because coordinating all the colours with the different opposing emotions didn’t always harmonize together. At times the colours didn’t match or didn’t look good together so they had to be redone a few times. Every piece of art needed to work and harmonize with other pieces of art to make the whole thing coherent and this took a lot of trial and error.

screenshots7screenshots3

I also had my own issues with the game though mine were more technical. Game Maker chugged and corrupted my file at one point near the end (Thankfully, I create back-ups occasionally so I was able to pick up not too far from where I was). This was because I brought a gif into the program that was both dimensionally large and had more frames than I think Game Maker is usually used to. When I stretched the animation, as soon as I saw it lagging, I knew something was probably going to go wrong. It did so I made some animations within the system itself. This caused other problems such as objects not following their commands or appearing and disappearing for no reason. Logically it made absolutely no sense why two objects with the exact same commands would act totally different. I tried to cut back on the complexity of these animations and that seemed to make them work better. Also, order in which you place objects matters from a layering perspective!

Both of us had a problem designing the levels. At first we tried to map them out analog but we quickly came to the understanding that it would be hard to visualize everything on paper so we changed to prototyping in Game Maker. Making levels for one player but two different parts was difficult to balance in the end without making it overly difficult or needing to be super precise in timing.

doubt_esteem_hardmode_original

Future Directions:

In the future, it would be nice to polish the game more; polishing the art, designing more challenging levels and more emotions, expanding the story and elaborating on it. Adding new features, more enemies, other forms of obstacles would be pretty cool too.

Making this game to help people was fun but maybe incorporating a psychologist or psychiatrist would make the game more therapeutic. It would be interesting to create a game that people with mental illnesses could play to help them cope with their illness.

Links:

Game: https://www.dropbox.com/s/1gbhdcnuzsbksoc/Reflection.exe (55.05 MB) {May not work on Macs}

Final Assets: https://www.dropbox.com/s/1sjh0vfe84wcg8e/Reflection_Final_Assets.rar (117.81 MB)

Credit:

Art: Brenner Pacelli De Castro

Programming: Corey Dean

Soundtrack: Apotheosis – Austin Wintory (Journey OST)

Sound Effects created using http://www.bfxr.net/

Game Created using GameMaker

door

Update: Door was shown at Vector Game + Art Convergence Festival 2014!

Update: Door was shown at Level Up! 2014! We even got a review! Read it here: http://www.gamezebo.com/news/2014/04/08/5-student-made-games-you-need-play 

Experimental Game. Two Players must work together to get through dark levels to reach Door.

Basics: Door is a platforming game projected onto a blackboard. The twist? Platforms are invisible.

Download Link: https://www.dropbox.com/s/gb9j6cd3csb9mr9/Door.exe

Gameplay: Together two players must reach the door. Player uses arrow keys to move the square character, Partner uses chalk to sketch the invisible obstacles onto the chalkboard. Working together, the two can get the square character through all ten doors.

door-splashscreen

Best Setting: Door is a social game based on communication and teamwork. This is why best played at parties or public events by any demographic of people who are playful and experimental.

Theme: The theme of Door is blankness. The game provides no character, no plot and no game board. Players of Door discover and create the experience themselves leading to a surprisingly vibrant experience. From the blank slate of the black chalkboard, Players creatively design their own game, this is why no two games of Door look alike!

Personal View: The game of Door came from our team’s personal view of the world. Everywhere I look the media is shoving a narrative down my throat. We are sick of the themes and characters and drama and story and bla bla bla!

Door is meant to provide a blank experience which players create themselves.

Video 1

Development:

Challenge 1: It is surprisingly difficult to create a simple game. From character design to plot to music we were easily tempted to add details that would add our own personality to the game.

Solution: We had to be very watchful ourselves and each other. As we designed the character we had to strip it of personality. As we created the game music we had to strip it of emotion. Even the objective was cut from “rescuing the Princess” to just getting to the door. Door is just a basic game for complex times.

Challenge 2: Door is a two player game but one “player” is really just there to help identify the level obstacles.

Solution: We play tested our levels to find a balance where both players are needed and work together.

Development Photos:

Brainstorming game concepts.

Brainstorming game ideas.

Cards we chose.

Cards we chose.

photo34

Roughly designing some levels.

Roughly designing some levels.

door1

We enjoyed the level making process. See future plans below to learn more.

image27

Testing out the projector.

image22

Testing game play for whiteboards vs blackboards.

Play testing when the game was one player.

photo28

image

Creating the sprite for Square

Creating the sprite for Square

Finished Game:

Screen Shot 2013-10-03 at 10.23.47 AM

GameplayPlaying Door

Screen Shot 2013-10-03 at 10.23.47 AM

Video 2

Video 3

Future Direction:

As we made levels for Door we found the platform placing process very creative and fun. In a future iteration of the game we’d like players to be able to create levels for each other like so:

Player A designs a level. Player B tries to play to the end. Player C uses chalk or whiteboard marker to draw the level map.

With these three game mechanics we’d have a super simple game builder which integrates level design, play testing and aesthetic design into one fun package.

Another goal for the future of this game is to polish it and show it at an Digital Futures fundraising arcade. The social aspects of the game and the highly visible game play make it perfect for a game show!

Team:

Connor Campbell

Corey Dean

Jeremy Nir

Software used: GameMaker, GarageBand and iMotionHD.

Site with some sound effects: http://www.bfxr.net

Thanks to our game testers: Lewsy, Will, Michelle, Sarah and Ed from home. Various classmates from school.