Mooing Midnight Mischief

2D multiplayer hide-and-seek game

This is a game project that I worked on with 4 other team members. I designed and developed a 2D multiplayer online asymmetric hide-and-seek game prototype in Unity. The game supported 2-6 players across Mac and Windows platforms over different networks.

Team members:
  • Game Designers: all team members
  • Developer: Zimo Wu
  • Artists: Elizabeth Frone, Drake Dong, Han Zhang
  • Project Manager: Hannah Meng
  • Play Game

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    Gameplay Overview

    Mooing Midnight Mischief is an asymmetric multiplayer game. Player plays either a cow or a UFO. The maximum number of players per room is 6 and the minimum is 2. The number of UFOs and Cows is randomized, but there is at least one UFO and one Cow in the game. Players create a room with a unique room name and share it with their friends to play together. They can also enter existing rooms online.

    After creating or entering a room, players choose their roles and characters. There must be at least one UFO and one Cow to start the game. There is a character pool for Cows, each has a unique identity and abilities. Players as Cows can use their special abilities to hide, escape, and find items. The players have choices to pick their own characters. There is also a random mode where player roles and characters are randomly generated.

    After all the players are ready, the person who creates the room can start the game. Players will randomly spawn on the map. The Cows will only spawn in the cornfield area, while the UFO will spawn on the roads or near the buildings, making sure that the Cows do not spawn right in front of the UFO and die instantly.

    The UFO has limited vision. They control the light beam and navigate through map to find Cows. The game thrives on auditory and visual feedback. Players can hear distinct sounds of other characters and use these cues to strategize their moves. The UFOs will win the game when they catch all the Cows.

    Cows can see the whole map, yet they can only see a dimly lit environment. They can hide behind buildings and obstacles on the map. They can use their special abilities based on their identities. They need to find their unique items to resuscitate. They also can rely on the feedback to determine the position of the UFOs and other Cows. Cows win by collecting all three items that reveal their identities.

    Process

    At the beginning of the group project, we all came up with different game ideas. We vote for our favourite one and ended up decided to work on my game.
    My initial concept are shown in the following concept art and game design document.(View original game design document)

    Mood board

    After discussion and brainstorming more ideas, we created a mood board for our avatar.

    Since we are creating a prototype in a short amount of time, we chose to create a greybox prototype first. I used box and circles to represent players and items and implemented basic features.

    Then, after the artists designed the characters, props, and the map. I replaced the images and tested.

    Playtest day