Time to Destroy

Feb, 2020 - May, 2020

Time to Destroy is a local co-op family-friendly game supporting from 2 to 4 players. You and your friends play as raccoon thieves on the hunt to destroy everything in your sight. There's no escaping the cool duck cops though, you better move quick before you get caught. You should also watch out for your friends because they can betray you any time and come out on top as the best raccoon thief!

Used Skills

Development Process

  • Prototype

    We first had to come up with ideas for games and settled on a destruction game. The prototype had as goal to emulate the possible fun factor of destruction and having an AI chase the player. We tested Unity and Unreal Engine 4. Unreal's destruction was incredibly nice, but also real-time. With Unity, we tested a pre-defined broken object (which I pre-built using Blender add-ons). We ultimately went with Unity as we, the programmers, had most experience in that and we could optimize pre-built objects rather than having to deal with real-time destruction.

  • Production

    The production phase took the longest and was the majority of the development process. We started implementing more assets to destroy and mechanics such as power-ups and different weapons. We switched to A* pathfinding for the cops to allow for better movement throughout the pre-built house zones. As we opted for an endless "destruction" loop, we created house zones that would endlessly spawn with some slight variation between them. For the end of the "loop", there were two options, escape through the getaway vehicle (chopper) or all players are caught. 

  • Polish

    In the final weeks, we focused on improving the code and getting rid of features that weren't able to fit in the final game such as power-ups and additional weapons as it required a lot of time to balance. Sticking with the hammer felt like the best option. We improved the UI and the menu's to fit better with the co-op experience we desired. We also optimized the destruction to avoid frame-drops when there's a lot of destroyed objects.

Struggles

First fully-fledged project

This was the first fully-fledged project that we've done in Unity. There was a lot more planning involved as well as a solid folder structure. It took quite a bit of time for the entire team to be fully on the same page.

Out of comfort zone

This project had me working on all kinds of aspects of games that aren't really my thing. However, I did take upon the AI for the cop ducks as I did some research and found out about arongranberg A* which would be extremely helpful and had many sample projects to get our AI in tip-top shape.

Partial Leadership

I partially took upon the leadership role as we needed to make sure we could finish up the project and everyone was doing their tasks. It didn't always go as planned, but through a lot of hardship we got it to work in the end.

Trailer

Images