Concept
TAG was designed as a part of our Production for Clients assignment at AIE (Academy of Interactive Entertainment), each team was given a client brief that they must fulfil with their game. Our brief was to create a multiplayer kiosk game to be local multiplayer and controlled with Xbox Controllers. The initial concept for TAG was a local coop video game variation of the children’s game of the same name. Players would need to collide with another player while the other player is not facing them to tag them and gain points.
Core Loop
The final version of TAG had some major changes from the initial concept, players would need to collect the ‘spark’ an item that gained their team score while it was being held. If the player was tagged while holding the spark they would go back to their spawn and the tagging player would gain the spark. If two players collided head on, they would rebound off of each other and if one of them was holding the spark they will drop it allowing either one of them to pick it up again. Play continues until one team gains a high enough score to win the round.
Lead Programmer
As this was team of only design students each student had to work to their strengths and move into other disciplines where necessary. As I was the most competent programmer on the team it was my job to program all major systems of the game, this included the player controller and scoring systems. My proudest accomplishment on this project was setting up the player selection system, it was my first time working with Unity’s new input system and I was managing up to four inputs at once. At the end of the project, I felt much more comfortable using the new input system and was able to easily setup games with multiple inputs in the future.
Design
Jesse Miller
Alfonso Lafosse
Lilly Morton
Aiden Storer