Dino-Might
UI/UX, Level Designer, Project Manager • 2024
Multiplayer, Fighter, Game Jam
The Process
Solution
The solution the programmer and I chose was a hardcoded LayerMask. I set one of the tile grids to have a 'passable' layer, which we set to be ignored by 'player' and 'self'. This grid still did a 'bounds check' to ensure the collider functioned as a ground. This created a way to only check down collisions.
Problem
The player could not jump through the bottom of a platform resulting in unbalanced gameplay and poor player experience. A Composite Collider would not function on a Tilemap Collider.
Sketching to the artist - it helps us be on the same page
Solution
I added a scrolling UI element through Unity Animation. It's anchored to the combat canvas with a banner and text. Players found the element helpful in their gameplay experience, and it incited change in their play style when it went across the scene. This UI solution also adds to the atmosphere, reinforcing the multiplayer element.
Solution
I created a clean menu with a visual tutorial in the center, allowing players to quickly review it. Level navigation and control info were placed on the side, as I found it more intuitively understood. While we plan to add an animated tutorial in the future, this has been an effective solution given our time constraints.
Problem
The players are confused when the meteor shower occurs each round, with no clue about when the meteors will hit or any indication of a round timer. We needed a way to signal this while adding pressure to the players.
Problem
​We needed both a tutorial and a player selection menu that remained streamlined, clear, and intuitive. With limited time during the game jam, implementing an in-game tutorial wasn’t initially feasible.
My team and I took Dino-Might to the Midwest Gaming Classic in April to get feedback. We were part of the "Future Classics" section. We had between 75 - 100 players, and 36 feedback forms returned. Here are some takeaways:
1. The tutorial was not enough for the players to understand the controls or mechanics. As a solution, I can add a more visual tutorial, such as an animation.
2. The player age range was broader than initially expected, spanning from 3 to 75 years old. The youngest age to have a satisfying experience was around 7 years. This insight helps me create a more accessible design that accommodates all ages.
3. The start and end menus lacked clear UI, leading to an awkward user experience. The button highlights were inverted, causing several players to accidentally start another match at the end.