'Ellie is a tired barista dreaming of collecting coffee in this platformer game. Jump through caffeine-filled levels and grab every cup you can! Can you help Ellie wake up refreshed, or will she keep snoozing?'
Process:
For this game, I wanted to experiment with a platformer-style game with one week of time. The final result is a prototype for a game about getting the main character, Ellie, through a dream-like platformer game by collecting coffee so she can wake up on time for her coffee shop job.
Development:
When designing the world in Unity, I wanted to incorporate horizontal and vertical levels and make jumping a key aspect of the game. I developed that the game would end after collecting 3 coffees and experimented with camera movement in the game. I developed a main menu and end-game menu and used prototype art assets to develop before designing, that way I knew how many assets to create. One feature that was unplanned was the side jumping; Ellie can 'double jump' if she jumps into the side of a tile, this feature gave me flexibility to give greater heights to the tiles and a more challenging experience.
Design:
I wanted this game to give a cozy, dream-like atmosphere, so I made the color palette incorporate lots of oranges, browns, and yellows. Using Clip Studio Paint, I created many sprites for Ellie, including her idle animation, jumping animation, and running animation. Then I made the assets for the world: floor texture, tile texture, wall texture, decorative clouds, and coffee collectibles. All of these assets were created together to keep a similar style between all of them and were made with pixel art to save time. Finally I added music to the game from Free Music Archive.
What I would do next:
I would add more levels to the game, making them progressively harder to complete. I would include enemies, jumping platforms, moving platforms, and story (cutscenes/speech bubbles). The current version of Java Jump would be a good beginner level if I added more instructions and mechanics that would be used later on. I would also limit the levels' time to add more intensity.
My Takeaways:
I created this game as a full-time student; I better learned how to manage my time effectively and avoid getting stuck in a creative block by switching between development and design. I made my work challenging by creating all of the art assets, but I am very proud of the final result, which showcases my artistic capabilities and ability to learn.