This game is a semester project by four gamedesign students @ htw berlin, germany.
It was realised in 4 months, with Unity3d.
Our main target was building a timecritical combination game for android devices.
Further plans are to fill the game with more features, levels and an iap system and release it to googleplaystore.
Team:
Robin (GameDesign&Programming)
Tommy (3d&Sound)
Jan (3d&VFX)
Pawel (ConceptArt&3d)
Summary:
You are a firefighter who has to find his way through a deadly
amusement park, crossing dangerous traps around his way to rescue missing babys.
Learn to burn is a time – critical combination game for android. The player needs to find his way through a course of traps, by intelligent moving.
The highscore is based on the time the player need to fullfit his goal.
By touching and swiping on the device you can move the player. This actual version of “Learn to Burn” includes 4 deadly levels, full off fun and ass beating comic brutality.
We start in april 2014 during our summersemester. Our target was building a game based on constraints that was given by our teachers.
The order was simple: Develop a mobile/tablett game with a time critical combination mechanic.
Up to this point:
Robin came over with an idea about an reaction game with traps.
Starting on his existing prototype was an excellent way to create a great game.
After pushing ideas around for a while we came up with the concept of a deadly amusement park were the player have to find his way through.
Additional setting of a firefighter and his rescuemission for babys seems cute and fitting to give a contrast to that cruel trap park.
We wanted to created a boast comic like style with handdrawn textures and some soft comic violence. Within the mix of story, charatcers and gameplay we aimed to create a piece of humoristic game that challenges players.
Starting with working on some conceptart for the game, we defined more gamecontent, traps and levels.
As soon as we had a list of necessary assets and the first concepts, we started with the modelling process of MainChar, Enemies and Traps. We used a pipeline of sculptris, 3dsmax an photoshop to create and animate our 3d modells.
While building assets we created further levels as prototypes in Unity3d.
After a lot of playtests we decided about controlloptions, ux and an userinterface
builded a system for animated background with a mix of spritesheets and shaders in unity3d and implemented all of it. We added gore and burn animations, worked on a score and soundfx.
Rigth now we got 4 different levels.