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  • Writer's pictureMike

MA Multiplayer Games Design: Visualising Game Flow & Asset Hunting

After going through the locations with my teammate, it seemed like most of them were getting a thumbs up, which is good news. There were a couple of locations that I was a bit unsure of (like the Piratey one) which he agreed with, but we generally were happy with the majority of the locations that I had in mind.

Shortly before we caught up, I came across some fan art for Fall Guys levels that were designed by a user called motionlessani. One of them caught my eye in particular which used pipes at the end of one of the levels, giving me an idea - what if we made pipes our "crossing the finish line" feature?

motionlessani's ArtStation:

Right now, the objective for the Runners / Survivors is to reach a safe space at the other end of the level, but this is currently a boxed out section that acts as the safe space. To spice things up a bit, the Runners could dive into pipes so that it feels a bit more interactive - almost like how you dive to score a try in Rugby. It also can act as a fun little way of "loading" into a new level, so when you come out the other side of the pipe, you are waiting in the starting zone for the next round.


Visualising Game Flow

Since we were happy with the locations and environments, the next thing to do was picture what the game flow would look like. I jumped into Arcweave and set up a little flow diagram to help see the whole process, from logging in to the game ending:

Game Flow Diagram

Each group of coloured blocks represents a particular segment in the process after starting up the game:

  • Login / Logout screen [grey]

  • Main menu screens [orange]

  • Pre-game lobby [blue]

  • Setting up the game [teal]

By visualising out the process, it should help us keep track of what has and has not been done, as well as identifying any areas we may have missed during the design and development process.


Asset Hunting

Sadly, neither of us are true 3D artists - at least, not to the point that we could quickly create some custom characters and rig them up accordingly - so the next best thing is to hunt for assets we can use.

For the prototyping, I'll be using Unity packages to help me out - things like ProBuilder and ProGrids - as well as other artistic tools to help to help with texturing and possibly creating some UI.

For models and characters, it will be the usual suspects - Unity Asset Store, TurboSquid, Sketchfab, etc. I've tracked down some useful assets already, including the official Fall Guys character complete with animations in case we run into some trouble. Any external assets used are being tracked in a document I have saved, just to make our lives a bit easier towards the end when we start writing up the report.


Closing Thoughts

That's most of this week's work. I need to figure out how best to go about designing these levels, as well as showing the process for them. Usually, I hop into Unity and have a mess around until something starts to click, so I may have to do that to get some ideas going. The progress for this will probably be up in the next post.

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