Description

Little Ember is a video game where players control a small flame striving to grow larger and overcome obstacles in its path. With each growth spurt and level progression, the flame encounters new threats, adding an element of suspense and challenge to the game.
This game was developed as a group project at UC Santa Cruz over a 6-week period. We used the Phaser 2 Community Edition framework for JavaScript to build the game. Our team consisted of three members, and I took on the role of the main programmer.
Creating Little Ember not only honed my programming skills but also provided valuable experience in teamwork and project management within a tight timeframe.
You can check out the end result of Little Ember here.

Challenges

Developing Little Ember presented a few unique challenges:

• Asset Integration: Incorporating our artist's work into the game was a hurdle due to the varying scales of the assets. We had to consistently scale down larger sprites to conserve space and optimize the game's load times. This experience taught me the importance of effective asset management in game development.
• Modular Code Structure: We envisioned multiple levels with distinct gameplay differences. This required a modular code structure, which was a challenge to implement. However, by organizing the code to be modular, we were able to create as many diverse levels as we wanted, enhancing the game's replayability and overall player experience.

Learning Outcomes

The development of Little Ember offered several valuable lessons:

• Time Management: Due to time constraints, we were unable to iterate as much as we would have liked, resulting in later levels being less polished than the first. This experience underscored the importance of effective time management and prioritization in game development.
• Modular Code Structure: The modular code structure we implemented worked well, enabling us to create levels quickly as assets were developed. This reinforced the value of a modular approach in facilitating efficient game development.
• Player Experience: We implemented a grading system to evaluate player performance at the end of each level. However, I learned that it's important to set a minimum grade to avoid discouraging players. This taught me the importance of balancing challenge and encouragement to create a positive player experience.
• Tutorial Design: We opted for a minimal tutorial, which proved to be insufficient for some players, particularly those new to this type of gameplay or more casual gamers. This highlighted the importance of comprehensive and accessible tutorials in ensuring all players can enjoy and engage with the game effectively. Balancing the needs of different player types is a crucial aspect of game design that I will carry forward into future projects.

Despite the challenges, the process of creating Little Ember was a rewarding journey that enhanced my game design skills and taught me valuable lessons about project management, player psychology, and inclusive game design.