I came up with the idea of a parkour-typing game because in elementary school I distinctly remember typing games in the computer lab, and since typing is one of those things you can only really learn through practice, I thought creating a typing game from the younger demographic would be a good way to create an educational game for them. The narrative/theme itself is going to be based on the player needing to reach the bus on time and the player will do this by navigating the neighborhood (level 1) until they reach a storm drain, jumping down to the sewers (level 2) and at the end of level 2 they will go back up to the surface and once they reach the bus they win. The parkour aspect is self-explanatory, move past the obstacles to reach the end, but the typing aspect comes into play after some obstacles are passed. For example, if the character successfully jumps from one platform to the next, there would be a box collider that would trigger the typing UI to pop up, and they would have to type the word(s) on screen before going back to the actual game scene and continuing the parkour. Coding this may be a challenge considering my C# is not very good and I have no idea how to make a typing game, but I think it could be a good learning experience as well. As for assets I've looked and already found many good free assets from the Unity Asset store that would work well for the level theme, and even mesh well with each other.
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My parkour level is a dark, sci-fi environment in which the player attempts to traverse through the various rooms to reach their end goal. The unknown, metallic rooms filled seem to break apart into various floating platforms, thin broken bridges attached to tall cylindrical platforms, in some instances fitting through small spaces, and in others attempting to jump as far as you can reach to make it to the next room. The player will do this by using the typical controls of wasd to move, shift to sprint, ctrl to crouch, and space to jump. There will be floating platforms that differ in position both vertically and horizontally, as well as thin bridges segmented apart. The player begins in a small empty room in front of a downward staircase. The goal is in the final room, on the largest, tallest, platform at the very end of the room.
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About meI am a Senior at DSA and currently taking the Advanced Game Art and Design course. I enjoy playing video games and drawing in my free time. The opinions expressed within this blog are my own, and do not reflect that of Durham School of the Arts of Durham Public Schools Archives
May 2022
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