Natz'n'Boltz is a 2.5D platformer, that includes puzzle and action elements. The game involves a duo of characters, a gutsy little mechanic named Natz, and her self-constructed guardian robot,
Boltz. The game allows players to control not one, but these two characters, both with individual skill sets. The player is thus given the ability to choose how they will use the unique skills of the characters to overcome obstacles, and defeat enemies. Will they use their skills in tandem, combining their strengths to make them stronger, or will they favour the skills of one character over the other.
Click Here to Download the Game
Game Mechanics
The core game-play mechanic for NnB is the switching mechanic between characters during game-play. When the two characters move as one, (i.e. Natz is riding on Boltz' back/shoulder), the player has control of Boltz. Control can be switched over to Natz at the player's discretion in order to take advantage of her abilities. This mechanic will be represented by Boltz launching Natz into the air, and when she lands, player control switches over to Natz. Thus, control of Natz is only possible when she is away from Boltz, and Boltz remains stationary, (although not inactive/powered-down). While Natz is away from Boltz, the player may switch back to control of Boltz if necessary, simulating Natz operating Boltz remotely. However, the two characters cannot finish a level independently of each other. Natz will always return to Boltz. This is because Natz' fondness for her hulking robotic construct, and Boltz' almost human-like loyalty to his diminutive creator, is too strong for the two to be separated from each other for very long.
As stated previously, both characters also have different abilities. Boltz will have high strength and toughness attributes that he can use to overcome enemies and smash through obstacles. However, due to his large bulk, Boltz is conned to ground movement, and must rely on Natz' considerable speed, agility, and jumping skills in order to get to higher ground, and places Boltz otherwise cannot reach.
Prototype Development
We are using the Unity game engine to develop the prototype. Rather than focusing on creating A.I. enemies in previous prototypes, our priorities are creating the basic game mechanic with switching between two characters during different scenario throughout the game. Firstly, I implemented a thick wall consisting of lots of rigidbodies covered with collider so that only the robot Boltz is strong enough to break the wall and pass through. Next , I have implemented the animation of pulling switch and door opening so that after the girl Natz pulled the switch on the upper deck, the door opened on the lower deck. Then the Natz and Boltz can join together again and exit from the door. This is a very simple game mechanic but it proves our prototype is good enough to further develop into a full game.
Due to such tight time constraint, we didn't have time to implement more scenario for the game mechanic, however, I have tested some character animation and introducing some enemies in the scene to have a taste of how 2.5D platform looks like. Anyway, the final play testing looks quite good and promising. In terms of the scope and positive feedback from our team and audiences, we finally pick this one for our final group project, we all agreed this is one of the best prototype we have accomplished so far. Personally, I think we can accomplished a lot from the past 3 prototypes and this is something we really want to achieve by end of this course. I am hoping to learn a lot from this project, providing everyone can contribute their best talents, whether arts, programming, project management, marketing etc to publish this game for Real!!!
Thanks guys again for the marvellous work!!!
We were honoured to be invited by AIE Sydney to showcase Natz & Boltz at EB Expo 2013 over the weekend. The game was received well by all, especially the kids, who thoroughly enjoyed the art/graphics/animation, as well as the challenging obstacles. We even got some of the parents to play the game, as they didn't find the controls quite as daunting as expected! In one case, we had a dad come back to play the game, not because his son wanted another go, but because he had to have another go himself!
A few of the FreeFall Games team, who were "manning the fort" on Saturday night, were interviewed by Mark "Klink" Kalinic of From the Mind of Klink. He asked them about the development of the game, as well as what it's like studying at AIE.
Boltz. The game allows players to control not one, but these two characters, both with individual skill sets. The player is thus given the ability to choose how they will use the unique skills of the characters to overcome obstacles, and defeat enemies. Will they use their skills in tandem, combining their strengths to make them stronger, or will they favour the skills of one character over the other.
Click Here to Download the Game
Game Mechanics
The core game-play mechanic for NnB is the switching mechanic between characters during game-play. When the two characters move as one, (i.e. Natz is riding on Boltz' back/shoulder), the player has control of Boltz. Control can be switched over to Natz at the player's discretion in order to take advantage of her abilities. This mechanic will be represented by Boltz launching Natz into the air, and when she lands, player control switches over to Natz. Thus, control of Natz is only possible when she is away from Boltz, and Boltz remains stationary, (although not inactive/powered-down). While Natz is away from Boltz, the player may switch back to control of Boltz if necessary, simulating Natz operating Boltz remotely. However, the two characters cannot finish a level independently of each other. Natz will always return to Boltz. This is because Natz' fondness for her hulking robotic construct, and Boltz' almost human-like loyalty to his diminutive creator, is too strong for the two to be separated from each other for very long.
As stated previously, both characters also have different abilities. Boltz will have high strength and toughness attributes that he can use to overcome enemies and smash through obstacles. However, due to his large bulk, Boltz is conned to ground movement, and must rely on Natz' considerable speed, agility, and jumping skills in order to get to higher ground, and places Boltz otherwise cannot reach.
Prototype Development
We are using the Unity game engine to develop the prototype. Rather than focusing on creating A.I. enemies in previous prototypes, our priorities are creating the basic game mechanic with switching between two characters during different scenario throughout the game. Firstly, I implemented a thick wall consisting of lots of rigidbodies covered with collider so that only the robot Boltz is strong enough to break the wall and pass through. Next , I have implemented the animation of pulling switch and door opening so that after the girl Natz pulled the switch on the upper deck, the door opened on the lower deck. Then the Natz and Boltz can join together again and exit from the door. This is a very simple game mechanic but it proves our prototype is good enough to further develop into a full game.
Due to such tight time constraint, we didn't have time to implement more scenario for the game mechanic, however, I have tested some character animation and introducing some enemies in the scene to have a taste of how 2.5D platform looks like. Anyway, the final play testing looks quite good and promising. In terms of the scope and positive feedback from our team and audiences, we finally pick this one for our final group project, we all agreed this is one of the best prototype we have accomplished so far. Personally, I think we can accomplished a lot from the past 3 prototypes and this is something we really want to achieve by end of this course. I am hoping to learn a lot from this project, providing everyone can contribute their best talents, whether arts, programming, project management, marketing etc to publish this game for Real!!!
Thanks guys again for the marvellous work!!!
We were honoured to be invited by AIE Sydney to showcase Natz & Boltz at EB Expo 2013 over the weekend. The game was received well by all, especially the kids, who thoroughly enjoyed the art/graphics/animation, as well as the challenging obstacles. We even got some of the parents to play the game, as they didn't find the controls quite as daunting as expected! In one case, we had a dad come back to play the game, not because his son wanted another go, but because he had to have another go himself!
A few of the FreeFall Games team, who were "manning the fort" on Saturday night, were interviewed by Mark "Klink" Kalinic of From the Mind of Klink. He asked them about the development of the game, as well as what it's like studying at AIE.