is a boss-based run and gun that can be played here. This indie game, created in Construct3, was completed over the course of 8 weeks from March 2019 - May 2019.
The unique aspect of Slow Brew's design stems from it's caffeinated mechanic where the game shifts visually, auditorily and mechanically to mimic the inherent "sped up" feeling that coffee provides.
was done in Construct3, so a visualized version of HTML5 is being used. Pictured to the right are snippets of how the primary gameplay element, coffee drinking, was achieved by balancing managing a timeslow timer, utilizing the timescale library, boosting player attacks, and manipulating player physics.
To make the timeslow work in all aspects of the game it did, there were a large number of formulas that accounted for the caffeine timer to dynamically shift the world based on how recently the coffee was drank.
was a core pillar of Slow Brew, showing primarily in the player contrast of caffeinated to decaffeinated. The coffee initially acted solely as a boost to the player attacks and jumps, seeing mildly positive yet unenergetic player reception. The simultaneous additions of the timeslow and the background scaling distortion, occuring because because timeslow gameplay needs strong visual spectacle, showed players rampantly and excitedly drinking coffee as soon as they could.
are that all assets, both sound design and art asset related, in this project were created personally. The sound effects and audio design were made using Reason and Adobe Audition, and aim to further enhance the difference in gameplay between caffeinated and decaffeinated. Art assets were created using Piskel.
was an all purpose controller designed for individuals restricted to the use of one arm that attempting to utilize only cheap, accessible hardware. This was an individual, personal project that was worked on from February 2016 - May 2016 and concluded at the prototyping stage.
followed a more engineering design process style, where the problem is identified and as many options as possible were initially explored. This problem, being how individuals restricted to one limb can fully engage in a modern game, was the core drive of the design. Given this was prior to the Xbox Adaptive Controller, much of the research into design options consisted of other personal projects results.
The design narrowed into a controller similar to the Wii's nunchuck, utilizing a single stick in conjunction with gyro controls to allow another same hand method of analog controls. Past this, the target of much design iteration was achieving a comfortable yet fully functional button design. The initial design, pictured above, had reception of the thumb requiring too many actions in-game to keep up with gameplay at a comfortable speed. The final design, picture below, had many buttons being on the bottom and front of the controller to resolve this.
was the final stage of development. Pictured to the right is the final design, featuring a raspberry pi intended to be forearm-mounted and serve as the controller driver, a single analog stick on top with two buttons, two buttons on the front, and six buttons on the bottom, and a gyroscope in the middle. The final prototype was successful in that it allowed most modern games to be played with a single arm, but the size and architecture of the controller was discomforting even after short play sessions and would be the main point of refinement going forward.
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