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Project Scible
Commercial project to be produced by our own company Akibaba Interactive.
Akibaba was started by a group of students at Playgroundsquad.

Due to an NDA agreement there are limits to what can be disclosed about Project Scible.
This pitch is actually my own and was used to apply to Playgroundsquad. The application required an idea focused on a theme decided by the school.
The theme was; fable-animals in a sci-fi setting.
The Pitch:
Scible is a puzzle-action game that allows two players to cooperate through different levels by solving problems and fighting enemies and bosses together.
The two playable characters will travel through worlds with different themes and defeat badguys with tastefull, non-violent methods by outsmarting or outmanouvering them.
Scible is designed with two players in mind but you can also play it alone, assisted by an AI. Player two can jump in or leave the game at any time without disrupting gameplay.

Obstacles and how to overcome:
One of the features with Scible was the ability to change the class of your character in-game. This gave players the ability to help each other with different tasks. One class could carry the other player while another could shield his companion from harm etc.
With 4 classes to choose from, each with a different skillset, the number of class combinations became 12 since there is always 2 players in a level.
This made leveldesign very tricky; to creating puzzle-action levels with smart solutions we needed to foresee all possible class combinations to prevent "cheating".
There wasn´t much players couldn´t do with the right classes so we always had to rethink and backtrack every level back and forth with different classes before we could label it "fool-proof".
Final results:
The project ran out of funds and got discontinued, sadly this happened just days from actually having our first playable demo-levels.
Feature-wise very little was changed from the original idea and the core of the game is still the same.
The game still holds potential and I hope someone will pick up the project at some point.

Lessons learnt:
I was working with a school project at the same time I was working with Scible which was too much.
Both project got 50% of my time wich meant none of the games got 100% design.
It was not obvious that I was spread too thin at first.
Stick to clear assignments for all team members. When everyone has a say creation might get a boost but efficiency takes a hit.
Be prepared for the fact that the project you are working with may get the axe.

Due to different wills at work within the team and a lack of clear roles the graphical style of the game got a bit diffuse and uncertain.
Time would fix the problem but looking back it probably would have been better to assign clear roles from the start and put someone on conceptart full-time.

Copyright (c) Fredrik Alexandersson 2009 | fredrik.alexandersson@live.com