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A Persuasive Pitch
My teammates weren't impressed when I showed a simple greybox instead of a unified vision.
But I explained that this "barebones" prototype already featured frantic, thoughtful team play. The "Follow the Fun" process could yield great results.
Our team decided that it was an attractive option because it was scaleable to whatever we could achieve in our one month timeline.


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Prototyping Abilities
From the get-go, we wanted different player abilities. Should the player kick and dash, or carry and throw?
Both prototypes worked well, but moving and carrying made the game too easy for our design goals.
My decision was to implement dash-kicking that could deliver the ball far distances, and stand-still throwing which allowed more fine-tuned plays.

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Playtesting
A two-player game was difficult to test remotely.
We did our best by playing ourselves and making predictions. What would be fun? What wouldn't be?
Luckily, by the time we had our early level designs, a lot of that guesswork turned out to be right. Our second playtest was frantic, nail-biting, and hilarious.


Art
The Ball
In Shareware Timebomb, you SHARE the BALL or EXPLODE! I took the lead on making the ball as expressive, interactive, and spectacular as possible within our short timeframe.

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3D Rolling
I was sure that 3D was necessary for our ball to look right.
To circumvent needing 3D Physics, I made a ball-rolling animation using spritestack that fit our game's style.
The animation could be linked to the object's speed for a realistic enough effect.

Colored Lights
The light has a separate spritesheet so it can be coloured separately.
The ball now effectively telegraphed the main mechanic to the players.

REVEAL

Explosions and Juice
From there, I added a trail renderer and a cheap explosion particle effect. I also added Tristan's idea for permanent craters to be left behind after exploding.
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