UNITED CRAFTS

IN MOTION

Johnny Chang

Narrative & Level Designer

Game Project

2020

Bahari

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Overview
WordPress Table

About this game

Bahari is a deep sea explorative puzzle experience, where you use your underwater camera to document hidden artifacts. Each artefact, when unlocked, uncovers a missing piece of a puzzle.

As a player, you have limited amount of oxygen. When low on oxygen, your field of vision starts to diminish. However, there are air bubble spots scattered across the ocean floor, where you can replenish your oxygen tank.

Project

This was the 2nd game project at Futuregames, and took 4 weeks to produce. The criteria was to choose one limitation for each discipline. For game design, we chose to go with limited visibility.

The team consisted of:

  • 4 game designers
  • 3 programmers
  • 4 3D artists
  • 3 2D artists

    Contributions

    Helping Level Design with Research

    Narrative Script for Intro Scene

    The Setup
    Catalyst
    Character in action
    Inciting incident

    Background story.
    A certain cause, leading up to what’s currently going on.
    Protagonist chooses to act in a way.
    Now clear what the player needs to do.

    The Setup:

    A huge part of the planet has become submerged under water, due to climate change. As an archeologist you’ve made it your job and passion to dive deep into the ocean, in hopes of finding valuable historical artefacts and clues about lost knowledge.

    Catalyst:

    A change in Earth’s ocean eco system has made the nutritional situation critical for what’s left of humankind. You’ve identified a large concentration of underwater life signs and activity to a particular location. Perhaps the answer to mankind’s survival could be found here..!

    Character in action:

    The protagonist travels with his boat to the mysterious location, double checks the navigation chart, gears up, and dives into the ocean.

    Inciting incident:

    As the protagonist suspected, there is an abundance of underwater life and resources in this location. He must now use his camera to document anything unusual which could be of interest, and then safely bring the pictures back home for further study.

    Events & Functions

    Avalanche

    I scripted a triggered event for rocks to start falling down as soon as the player reaches the tunnel exit, in order to grab the player’s attention and hint in which direction to move first.

    Avalanche Event Trigger Script

    Rockslide Trigger Event

     

    Rock Physics Simulation Script

    Falling Rocks Simulate Physics


    "Bubble Launcher"

    I added some additional functionality to the “bubble blowing pipes”. Besides granting providing oxygen to the player, they also shoot out three bubbles projectiles in random order:

    • Normal bubble.
    • Silver light emitting bubble.
    • Fast moving golden light emitting bubble.
    The original idea was to make a “coin shooting bonus challenge” feature, but since the team decided to move away from collecting pictures of fishes and trinkets, the bubble contents only served as extra light source and attention grabber.
    Tube Activation Script

    Set active tube to spawn the next bubble

     

    Spawn Bubble Script

    Spawn a “special” bubble


    "Guiding Light"

    The “bubble launchers” were places in a way so that some of them would shoot out “light bubbles” that would reaveal secret pathways for observant players.

    QA: Playtesting

    During hands-on playtesting sessions, I watched the external testers play. The main purpose of these sessions was to collect data from observations and feedbacks about the emotional experience while playing the game.

    As they played, I asked them questions, such as:

    • Why did you make that choice?
    • Does that rule seem confusing?
    • What did you think that would do?
    • What is confusing you?

    After finishing the game session, I would ask:

    • What was your first impression?
    • How did that impression change as you played?
    • Was there anything you found frustrating?
    • Did the game drag at any point?
    • Were there particular aspects that you found satisfying?
    • What was the most exciting moments in the game?
    • Did the game feel too long, too short, or just about right?

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