Exploring the Design of Interactive Digital Experiences
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'CIRCUIT CHASER'

'CIRCUIT CHASER'

Company: Ink Vial Games
Role
: Designer, Programmer

 

DESCRIPTION

Circuit Chaser was the first game that I worked on, my role was programmer and designer. Having only two months of Unity 3D experience at the time, the project was very challenging and demanded the use of many advanced techniques to achieve what was required. In retrospect, it was extremely ambitious, but the experience and insight that I acquired from it was invaluable!

The game is an endless runner/shooter set in the distant future in which you play the role of a faulty battle robot ('T0-ny') escaping his evil masters. It takes influence from games such as Sega's Space Harrier, Star Fox by Argonaut Games/Nintendo and a number of other space shooters of that era.

The aim is simple, to escape for as long (or as far) as possible. To maintain the atmosphere and immersion of the game setting, I decided to create a title/menu area which was part of the game world, rather than a 2D screen. This presents the player with an endless loop where the faulty T0-ny robots are being sent into an incinerator. To begin the game, the player must press a button at the right time in order to wake the clone currently standing on the conveyor. This 'chosen' clone then becomes the character that is used throughout the game. Giving the player this choice helps to pull them into the world and it creates the illusion that it has a life of its own which you can affect.

Once on the run, you will be faced with a number of enemies and obstacles trying to destroy you, and you must do whatever you can to survive. There are a variety of weapons to use, and these are selected based on which power-ups you collect along your path. You can also run and fly wherever you'd like.

Being a mobile/tablet game, it was important that the control system is kept very simple. The decision was made to use only one finger to achieve any action. To move, a simple finger drag in the direction you'd like the character to move in is used. To activate a shield (if available), a double-tap anywhere on the screen is required.

Travelling further will unlock skins and power-ups for use in the game. However, real currency can also be used in the traditional way, if preferred. Ultimately, the included Facebook leader board plays a major role in motivating the player to play for longer in order to achieve a higher score and to beat their friends.


BRIEF

SPECIFICATION

  • Objective: Escape your captors for as long as possible, beat your friend's scores.

  • Core Gameplay: Cover as much ground/distance as possible whilst destroying enemies with your weapons.

  • Environment: Futuristic / industrial / cyber-punk / neon-laden corridors.

  • Endgame/Reward: Run as far as you can without losing your lives and unlock special features. First in leader board.

  • Target Audience: Everyone. Special appeal to people who mainly played games in the 90s.

  • Play Time: Dependent on skill-level. Average around 5 minutes.

  • Monetisation: F2P game with cosmetic and gameplay related items which can be unlocked through playing as well as purchased using real currency.

TECHNICAL

  • Digital Medium: Mobile phones and tablets