Modulings
Inspiration
Inspired by games like Bad Piggies, FTL: Faster Than Light, and Snipperclips, we created a 2D retro bullet-heaven game. These games played a significant role in inspiring our primary mechanic of Modulings connections. Additionally, these games inspired some of the artistic direction, giving us direction for how we would design characters and game feel.
What it does
Modulings transcends the internal and external battle fought when fostering connection. Dueling hacked enemies with weapons and ships, players will fight the internal conflict between utilitarianism and assimilation. In attempting to achieve greatness for the Modulverse, a player will have to defeat hacked enemies to grow their ship and compete for the greater good. In their attempt to achieve the greater good, players will be stuck in this internal duel of connection-building from utilitarianism or forced assimilation…
Players will fight enemies, build their ships, and survive to bring greatness to the Modulverse!
How we built it
We as a team utilized our expansive skillset as producers, designers, programmers, artists, and sound designers to create a fun experience for our target customer. We wanted to play with the nostalgic arcade feel and did so with the help of tools like Unity, Aseprite, Adobe Illustrator, DOTween, Google Suite, and FL Studio.
Challenges we ran into
Throughout the process of creating Modulings, we as a team underwent many challenges on a more disciplinary level. However, as a team, we all faced the unique challenge of having to pivot away from original ideas due to time constraints and learn to prioritize what it would take to create our minimum viable product.
On a more disciplinary level, design faced many challenges with needing to constantly iterate upon their original documentation because it was no longer up to date–and this was happening on an hour-to-hour basis.
For the programming team, there was a lot of stress because our idea was kinda a lot and this led to some hesitations in accomplishing what we needed to get done. In this process, however, we learned to trust each other as a team and overcame the lack of sleep, stress of scope, and worked toward a minimum viable product we could be proud of.
Accomplishments that we're proud of
We as a team took a massive risk, going all-in on one game concept with a very large scope and a very short timeline. In this project, we flexed our programming and design skills and went to work on how to implement the mechanics we wanted to hit early on.
By setting creative limitations in our process, we were able to create something that was sonically, artistically, and mechanically sound. We are proud to say that we achieved our minimum viable product–and more. This was achieved through putting faith in each other; we were able to achieve the goal we most desired and achieved the product that most reflected us as a team in our current state–having never worked in a studio setting before.
What we learned
In the Wolfjam experience, we as a team learned how to collaborate and communicate as a team in a high-stress environment. As students, none of us had worked in a team this large before, and adapting to that quickly was key. We luckily knew each other at the beginning, but we all agree that talking more about our strengths and weaknesses as game developers would have benefited us greatly.
One of our lead game programmers, Seth Riddensdale said “I’ve had trouble trusting collaborators in the past, and with this project, I decided I would work to change that. I left a lot of big tasks to my teammates and trusted that they could complete their respective work, just as I could complete mine. In the end, this proved to be even more efficient for the team than I thought it would be.”
In any game jam, you're bound to run into countless problems, which is why it was ever so important to highlight our small victories, to keep our spirits high in the face of that.
What's next for MODULINGS
The team is incredibly proud of how Modulings came out in just 24 hours.
We are very proud of Modulings and would like to consider expanding it in the future. The base gameplay is very fun, but we would like to work more on balancing and player experience, expanding upon our stretch goals from our current timeline.
If we revisited this in the future, we would love to spend more time on fleshing out gameplay, with a long-term goal be building an arcade cabinet for the Modulings.
View more on process
Built With
- adobe-illustrator
- aseprite
- dotween
- flstudio
- gitkraken
- google-suite
- unity
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