Timeframe: 01/2018 – 11/2018
Position: Gameplay Engineer (contract)
Technologies: JavaScript, Phaser, HTML, CSS, Photon Engine, AWS S3
Status: Deployed to classrooms for research purposes.
The Story:
Crisis in Space followed on Deep Sea Crisis’ success with additional grant funding to continue research into communications between people when trying to deal with tasks. This game took the issues to space, and added some multi-step puzzles into the mix. And timers. In space. With no air for when it went wrong…
We stuck with Phaser and Photon Engine, and stored game state data inside Photon Engine’s room data object (the data was quite small, except for the chat, which was not stored). Telemetry was again stored in S3 buckets for later retrieval and processing for research purposes.
Variants were also commissioned for various entities that wished to use the game, and two of the variants introduced enough changes to warrant a “2.0” stamp on the game.