Overview
Introduction
Honey Havoc is a puzzle platformer where the player takes control of a little bee, exploring a big hive! Players will utilize honey-based projectiles to make blocks tangible, halt moving platforms, and more! However, honey is in short supply and players must manage their supply while navigating 3 unique levels.
Summary
Genre
Puzzle, Platformer
Setting
A massive beehive, that is run like an office building
Player Format
Single Player
Target Audience
All Ages, Casual Gamers, Platformer Fans
Objective
Navigate through multiple levels using honey-based projectiles to interact with the environment.
Actions
Movement, Firing Projectiles, Managing Resources
Challenges
Puzzle Solving, Navigation
Design Process
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Starting with an Idea:
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Whenever I begin a project, I start by identifying what I want the core mechanic to be!
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Ideas can arise from anywhere, a chat with friends, a good movie, even a simple walk to the grocery store!
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I always try to keep ideas simple, to keep scope in line.
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Exploration
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Once I have picked an idea, I begin thinking about what possibilities could arise. How can the idea be fleshed out?
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At this stage I will draw and make diagrams, research other pieces of media, or even experiment within a game engine.
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Solidify the Plans
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Once I have explored the idea, the next step is to identify my User Experience Goals, Target Audience, and what Challenges the Project may Pose.
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In this phase I often chat with a variety of people to get their opinions on the project, and what they may expect for it.
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I will make an effort to talk to Friends, Family, and Peers and gauge their interest in it.​
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Production Begins​
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After my goals have been identified for the project, I dive in headfirst and begin working! Whether that be coding, writing, or creating design documents!
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Starting with an Idea:
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For Honey Havoc, development started with the idea of basing a game off the idea of using a glue gun to solve puzzles.
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Exploration
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With the idea of using a glue gun to solve puzzles. I began thinking about way the mechanics could be used.
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​I made an early diagram showcasing my initial idea for the game's mechanics. Which is shown below.​​
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Solidify the Plans:
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After making this diagram I sat down and really thought about the logistics of the project.
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The mechanics not only would be too complicated to code in a timely manner, but it could be slightly too complicated for the casual audience I had in mind.
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For Honey Havoc, the User Experience Goal was to provide a casual puzzle solving experience. The Target Audience of the game was casual puzzle fans between the ages 8 - 15 years old.
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In response to these concerns, I began simplifying the project's mechanic making it easier to implement.
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Production Begins
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With a refined vision in mind, I began my work on Honey Havoc. ​​
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Creating a Prototype:
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Now that I have a strong direction for the project, I begin coding or developing an initial prototype.
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Simple scripts are created, design documents are written, all in an effort to flesh the project out in preparation for an initial playtest.
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Initial Playtest
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Once the prototype is in a playable state, I will invite folks to play the game and give feedback.
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As players come and go, I usually keep a notebook to write down what players say and what I observe.
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Implementing Feedback
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With the results of the most recent playtest in mind I revisit the prototype and continue iterating, building upon what worked and analyzing what didn't.
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Each change builds upon the last, continuing to grow in preparation for the next phase of development.
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Continued Playtesting
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With the prototype prepped and ready, another playtest begins.
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With each play tester, I continue to take notes. At this stage of development feedback is essential!
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At this point based on the feedback from the playtest and the completeness of the project I will either return to the Implementing Feedback or move on to the next phase.
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Creating a Prototype:
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Honey Havoc quickly took shape after forming a solid plan for the project. Video of the earliest prototype can be seen above.
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Even in this early stage, many systems, mechanics, and level designs were in fantastic shape.
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Initial Playtest
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The initial playtest went extremely well, with players immediately understanding the main gimmick!
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However, there were still issues players brought up, like issues with the game's visuals and difficulty.
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Implementing Feedback
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Based on feedback given by players, I began tweaking the experience.
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Ui was fixed, visuals were improved, bugs were fixed, but most importantly more levels were added after each playtest.
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Continued Playtesting
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After a period of implementing changes, I returned to playtest once more, receiving valuable feedback each time.
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Summary
Summary
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Refining Story, Art Style, and UI
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With the gameplay nearing completion, it's time to truly refine and flesh out the world the game takes place in!
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Taking the gameplay into consideration, I try to find a narrative or world that can tie each element of the game together.
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Once a clearer vision of the game's story world has solidified, I then implement those aspects into the game.
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Final Iteration
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Once visuals and story have been implemented, I do a final round of iteration to make sure all game elements gel together well.
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If another playtest is conducted then I would also itterate based on insights gained.
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Final Playtest
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I always make sure to conduct one final playtest before any project's completion. To see if there is anything else that may need improvement or iteration.
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Based on feedback I may preform another round of Final Iteration to ensure the game's quality.
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Completion of the Game
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With the final playtesting and iteration complete, the project is done!
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Refining Story, Art Style, and UI
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With Honey Havoc, I was fortunately able to develop the art & design of the game. What once was a game with a simple sphere as the protagonist quickly developed into a fascinating world with an adorable protagonist
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Above multiple renditions of the player characters can be seen, showing the development process.
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Final Iteration
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The games visuals fell into place quite nicely, and after some extra bits of animation the game was completed and ready for a final playtest.
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Final Playtest
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For the game's final playtest, it went extremely well. The game was positively received, and most of the feedback recommended minor balancing adjustments and bug fixes.
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Completion of the Game
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With after some final adjustments to the game Honey Havoc was ready to ship!
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