Five: Space Adventure
Team
Client Work
School Assignment
“Five: Space Adventure” is a top-down endless survival game all about the dangers of blind spots.
In it, you take on the role of galactic superhero “Five” on his space-bike “Rock-It” and are tasked with saving a pollution-infested planet on the brink of being uninhabitable from supervillain “Smog” and his “Milky Way Pirates”.
Created by: Bouckaert Tanguy, Fillée Jens, Vincyenzo Claes, Vanderbiesen Maarten, Van Uffelen Joram
What is Five: Space Adventure ?
Five: Space Adventure is an education game made for the company IkHighFive. We had to create a game for children between the ages of six and twelve.
The game had to teach kids, in a fun way, more about traffic.
We chose to teach the children about the blind spots of trucks. In this game, the player must manoeuvre himself between a lot of trucks while going to different points.
If the player is too long inside a blind spot or collides with a truck, the game will end.
What was my contribution ?
I was the lead programmer on this project.
I was responsible for various mechanics in the game.
The client wanted to integrate the game into their own platform. The best way to do this was to provide the client with a WebGL build.
While I had already created games for WebGL, I never designed them with the thought of playing them on a mobile device.
This was very important for the client because most of the target audience played on mobile devices.
The game can both be played using a keyboard and touch controls, the size and position of the user interface will also depend on the type of device on which you play the game.
For example, the user interface will always stay inside the safe area of your device.
Because the game had to be playable on mobile devices, we also had to keep performance in mind.
The first time we tested with some devices, the performance was very bad.
I went through the whole project to improve the performance.
I designed the truck system, each truck has sensors. If a sensor is triggered, the behaviour of the truck will hange.
Each sensor also has different properties, like the distance, a cooldown, a reaction event, and a detection filter.
We used a combination of the Unity Canvas system and the Toolkit UI system.
I designed all the user interfaces for the Toolkit UI System. We never intended on using the Canvas system, but because I was not familiar with the system,
I wasn't able to create certain user interfaces with the Toolkit UI system.
At the end of the project, I spent a lot of time polishing the mechanics of the game.
These were the biggest systems I created. Because there were two developers on the team, we designed a lot of systems together.
What did I learn ?
The most important thing I learnt during the project was working as a team for a client. While I had already worked with a team to participate in game jams, it was nothing compared to this.
In this team, we each had our own tasks. In all the game jams I have participated in, I have done a lot of different kinds of tasks.
Another important thing was the fact that we had to deliver a polished game.
That's something I had never done before, my submissions for game jams were playable, but they had bugs.
I was shocked when I started polishing the game, it felt as if there was no end. If I polished something,
I saw something else that could use some more polish.
I was also shocked when I had to improve the performance, it went a lot quicker than I thought.
What software did I use ?
• Unity Engine
• Google Spreadsheets (Project Management)
• Miro (Project Management)
• Github (Version control)