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CLOBBER

Two weeks game project

Clobber is a multiplayer game where you can play up to four players. Everyone has the same list of items to collect and the first one to do so wins.

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Technical Game design

Collectable items

During this two week project, I was in the head of the technical design aspect of the game. We started prototyping on how we would attach the item to the player when colliding. we prototyped different mechanic to figure it out but it took a while before we where happy with how the items stick to the body

The level is scattered with collectible items that the player collect by running into the shelf and make the items stick to the body.

The items stick around the body and visualize to the player what and how many items they have. Warning the other players that they are about to win.

Realtime Checklist

The goal of the game is to collect items on their shopping list. To make the game replayable we added a randomized shopping list so there would be different items on the shopping list each time the game was played. We also added a dynamic list that adds a checkmark when the item is picked up and removes it when the item is dropped to make sure the player aware of what items they have and need. 

The objective for the players is to pick up items they receive on their checklist, and the checklist is random items each time when played. the checklist has one random item from each room. When a player picks up an item they will receive and checkmark beside that item and will be removed if the player drops the item.

Dynamic Camera

We worked on tweaking the player experience to get a fluid gameplay, we discussed different camera options both how it would work and what angles. after a lot of tweaking and discussing we agreed on a top view dynamic camera. I implemented the camera dynamic camera to work with the different multiplayer options we have so it works with two, three, or four players. and it ended up with a fluid camera movement.

A dynamic camera that zooms in and out to keep all the players in frame from two up to four players. We used this method because we didn't want to have split-screen and it felt more immersive and dynamic to have the camera focus on the players and zoom in when the players getting close to each other

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