For our final project for GDD200, I expanded upon the original tutorial of the Roll-A-Ball package in Unity, with the intention of making a full game out of it. As far as the overall design intentions go, the object of the game is to progress through each of the three levels, collecting cubes as you go. When you have collected all of the cubes in a given level, you will be told that you are advancing, and the next level will load. The first level is a simple room, and serves as a tutorial. The second level has three stories, and introduces momentum. The final level is one that requires more control and mastery of momentum overall. This allows for a scaling difficulty curve that isn't too harsh.
Textures used were a simple black and gray rocky theme for the walls and floors, contrasted by bright neon colors for the player's ball and the cube collectibles. This stark contrast helps to illuminate what is actually important in the game.
LEVEL 2: This level starts you off at a distant angle, and you can see a close-up of a cube. By putting two and two together, the player will realize that that cube is on a raised platform on another level. Ramps are used to get from one floor to the next, and any other area will be blocked off. The trick to getting to that raised platform lies in your momentum going up the last ramp. Because the wall off of that ramp is a bouncy material, you can run up to the wall and the ball will ricochet off into the distance. By controlling your mid-air direction, you will be able to reach the upper platform with the last cubes.
LEVEL 3: This level starts you off in a camera similar to the first level, but this time the level is based on forward movement, rather than platforming. If a player tries to initially roll of the front edge, they will realize that the next platform is off in the distance. They need to get a good head start if they want to build up enough speed to reach it. There are two things to note when collecting all of the cubes to complete this level, and as a result, the game: there are not walls at every point, and you can't go back to an area afrter moving past. This means that you have to be careful when building up speed, as you can go flying off into the distance. In addition, you have to collect all of the balls in a section before moving on, or else you won't be able to grab them again.
Link to the game: http://www.kongregate.com/games/johnhattonmiller/rollin-the-ball





















