Crash Castle - A touch-based Android platforming game.
The aim of this project was to develop an engaging mobile game that uses touch-based controls rather than a standard gamepad Doing so would allow the game to work with multiple Android devices, making it accessible to more users.
Crash Castle was conceived with the intention of creating a fun and unique game that is accessible to a wide audience by developing for Android devices. The reason for choosing to develop with GameMaker Studio rather than Unity or Unreal Engine was to create a 2D game that would run smoothly on most Android smartphones or tablets. GameMaker Studio allows easy project management through a user-friendly interface. The key reason GameMaker Studio was appealing was that it allows easy export to Android (.apk) through implementation of the Android Software Development Kit. The completed game includes two levels and a simple tutorial. The two levels feature a very different gameplay style. “Crash Run” is a simple platforming level which lets the player take their time and find each collectible in the level. “Crash Dash” is a fast-paced level in which the player must run away from the monster chasing them through the level. Offering two varied types of levels was important to keeping the player’s attention throughout playtesting sessions, which proved to be very successful. The majority of users in the playtest sessions requested to download the game to their own Android devices after playing it for the first time. The dynamic scale of the user interface and stylized retro 16-bit graphical style were chosen specifically to coincide with the various types of Android devices that could be used. Since most users would be playing on a small Android smartphone, it made sense to use a pixel art style rather than a complex detailed one. Overall, the project was a success and not only did the users provide exceptionally positive feedback after testing, but I helped to broaden my knowledge significantly in object-oriented programming and game design.
The game was successfully developed using GameMaker Studio and GML, and as a result, my understanding of object-oriented programming was significantly expanded. After a testing period, in which multiple users were allowed to play the game, it was concluded that the game was engaging and fun. Many users enjoyed the game significantly and wanted to download the game to their own Android devices after the playtest.