Wisped Away is a 2D platformer game created in Unity. It uses a Leap Motion Controller to guide your wisp through the terrain and collect all of the missing souls.
Players use the Leap Motion Controller to travel the terrain and collect all the missing souls. Tilt your hand to the right to move forward, left to move back, make a fist to fly higher, and open your hand to come back down. We utilized Wekinator along with the Leap to train those specific hand movements and create reactions from them. The designs were created in Illustrator and After Effects and to bring the game to life we used Unity.
Nick wants to be first out of all of his friends to play Wisped Away. He needs to be able to easily beat the game and feel confident about himself so he can brag to his friends.
Kellin always tries to find techie ways to do normal things. He can't do anything the regular way. Wisped Away will give him the opportunity to play a game using even more technology than normal.
Jane wants an interesting game that she can brag about to her friends and feel cool playing. Controllers are so 2016, Leap Motion is the new thing and she plans to let everyone know that she liked it before it was cool.
Jason has anger issues and can't be trusted with controllers. He throws them and puts holes in the walls. The Leap Motion Controller ensures that he can't through anything of significant weight unless it's his own fist.
Stacy is looking for something new and exciting to play with her kids. She wants them to think she's hip and in-the-know and Wisped Away is the perfect solution - new technology and a new game. How cool.
We researched a lot of platform-based games to see what has already been done and what was possible. We stumbled upon games like Limbo, Never Alone, Vessel, and Selma and the Wisp. We got inspiration from these games based on the style and the play functions.
The inspiration for the look and functionality came from a lot of games we have played before or been aware of. We also looked into our competitors and what style and functions they had. The idea from the beginning was to create a Mario-esque 2D platform game with a dark and eerie feel.
Feb 17th - Finish writeup, decide on logo and visual direction
Feb 24th - Work on logo, background, characters, objects, figure out leap gestures
Mar 3rd - Work on logo, background, characters, objects, figure out leap gestures
Mar 10th - Background, character done, objects in progress, basic movements programmed in the computer
Mar 17th - Work on the secondary screens, integrate artwork into Unity
Mar 24th - Start, losing, winning screens done
Mar 31st - Animations (background, character actions)
Apr 7th - Everything fully designed, use the leap to control character
Apr 14th - Finish any animations that aren’t done yet
Apr 21st - Test final project/debug
Apr 28th - FULL PROJECT DUE
May 2nd - 4th - Gallery Opening
May 10th - Project takedown
Created by Sam Mickley, Amanda Williams, Vinny Hornak, Hank Crocker
2017 Interdisciplinary Team Project