After watching
the popular viral video of the wedding proposal provided to us. We were a
little stumped, but decided that since one of the key themes of the game would
be the happy wedding music that we would do a musical game. In the past, many
know musical games to be like Guitar Hero, Dance Dance Revolution, Rock Band,
and many more; we decided to create something similar to Dance Dance
Revolution. We plan to use the wedding song used in the video “Marry You” by
Bruno Mars to try and create something similar. In order to fit the time limit
requirement of the assignment, we decided to find a remix version of the song
that lasted a little longer and was a little more upbeat. Our game models were
primarily by three of our group members, though they are not heavy on details.
The blocky human
characters that we modelled were also animated with skeletal animation
techniques in Maya and simply imported into Unity. One group member was in
charge of collecting our modelling assets and implementing them in the level
which was simply a grass plane with trees and houses.
![]() |
Male Bystander |
The game theme
is very happy using bright colors; we also have small ball-like creatures that
are supposed to represent some sort of cuteness. These will simply be bouncing
around happily. The gameplay is simply the camera moving along the track of our
level, somewhat symbolizing the car driving in the wedding proposal video. The
player’s progress is tracked by the score in which they accurately hit the
proper arrows keys on the screen, here’s a screenshot:
![]() |
The controls for
The Proposal are fairly simple, where the player uses the arrow keys in
conjunction with the arrows that appear on the screen. Our game’s controls were
derived from the game DDR (Dance Dance Revolution), with arrows that come down
from the top of the screen and the user must hit the corresponding key (left,
right, up, down) before it hits the ground. The player starts off with 100
points, and this is pretty much the player’s health. The game will end when the
number of points goes under 0. For every arrow that is missed and hits the
ground, the player loses 10 points, and for every key pressed incorrectly, the
player loses 2 points. This is to prevent the player from “spamming” the arrow
keys in order to get a good score, and we felt that losing 10 points is a fair
amount for the player to lose whenever they miss an arrow. The player can only
receive 1 point whenever they hit the right key, so they must try to get as
many points as possible. As the player progresses through the game and gets
more points, we added 2 point thresholds where if the player reaches 150 and
200 points respectively, the game will get much harder. Double arrows will
appear more frequently when the player passes the thresholds, making the game
much harder. We implemented this in order to allow better players to get more
of a challenge while beginners will have it much easier.
For the programming
aspects, our designated programmers in the group learned how to create 2 scenes
and to switch between them, which will be used for switching between the menus
and the actual game. The programmers also learned how to program particle systems
and to create them in Unity, which will be used for the arrows. These particle
systems were then attached to the arrows whenever they get destroyed by the
player when they press the correct key. They also learned how to create and destroy
objects through code, which will be implemented for the arrows, so that each arrow
will “disappear” after the player presses the correct key. The programmers also
had to learn how to loop animations in the code, in order to animate all the
bystanders. When the bystanders were imported into Unity from Maya, they only
animated once, and our programmers figured out how to loop the animation to
make them dance for the entire game.