Introduction
Have you ever wanted to learn about biomes while performing exiting parkour jumps? Let me introduce the Parkour Games, a parkour challenge designed to teach young children (around ages 5-6) about biomes. In this page, I will reveal all the secrets and shenanigans of Parkour Games.
Parkour. A classic game topic, yet one that is still wide open for innovative ideas. To make this age-old adventure style genre with an elementary educational twist was a tough task from the beginning. However, taking inspiration from famous successful parkour games and adding my own unique flair has created what I consider to be a solid game.
It was obvious to me early on that I would be teaching about geography. It's age appropriate for my audience, I'm interested in it, and I know way too much about it. I worked geography in via focusing on biomes. The educational aspect and the target audience encouraged me to make some specific design choices. I wanted to ensure that a young gamer wouldn't have too difficult a time, so I added affordance and signifiers while not making very difficult jumps. Additionally, I changed the game after creating a playable prototype to be more about learning simple biomes than complex geography and environments.
It was obvious to me early on that I would be teaching about geography. It's age appropriate for my audience, I'm interested in it, and I know way too much about it. I worked geography in via focusing on biomes. The educational aspect and the target audience encouraged me to make some specific design choices. I wanted to ensure that a young gamer wouldn't have too difficult a time, so I added affordance and signifiers while not making very difficult jumps. Additionally, I changed the game after creating a playable prototype to be more about learning simple biomes than complex geography and environments.
Game Theme
The Parkour Games take inspiration from a certain heavily copyrighted popular international athletic competition. I've always liked this competition and I wanted to make a new take on it: player vs nature, no spectators, but a real parkour single player showdown.
Theme Incorporation
I applied some aspects of my theme into my overall design. This includes making the game seem 'official,' complete with a color palette, logo, and signifiers to show the player where to go. I also added a novel instructions page - four falling objects that show you how to play the game and teach you about biomes. This adds to the action sense - this game isn't your ordinary chill game, but a real parkour experience.
Goals and Gameplay
The goals of the Parkour Games are simple: reach the end and survive. Each level has a group of three flags that tell the player they have won. To get to these flags, though, the player must navigate obstacles matching the level and use critical thinking to survive a treacherous biome. The tundra biome is the first level. The player must use pattern recognition to distinguish between deadly ice traps and safe snow. Additionally, the player learns about the biome through seeing the snow and ice textures and running between ice pillars.
Key Features
Every game is unique - but the Parkour Games is certainly one-of-a-kind. Being an educational parkour game about geography is one of its quirks. In terms of gameplay, there's one very special feature: the caves. This is a subterranean section of all levels, fitted out with pit falls and stalagmites. They also serve as a second chance, where the player can finish the level after falling off the biome that the level is focused on. One more unique aspect of the Parkour Games Is that it's continuous. Why take a break in between levels when you can just keep playing? There's an obvious change in levels, but there is no new scene, encouraging the player to go 'just one more level.'
Target Audience
The target audience of the Parkour Games is adventurous children around the ages of 5 and 6 (U.S. grade levels K and 1st). The parkour entices adventurous kids, while they learn a topic that is grade-level appropriate.
Technical Details
The Parkour Games was made in Unity Game Engine with C# scripts created in Windows Visual Studio. No high level specs are required, but the game is not available on mobile devices. There is no score system or a timer, which can alleviate stress. However, a dedicated player will be quick to time themselves and turn it into a race.
Concept Art
From top down: Level planning sketch, menu selection concept, logo concept. I used the level sketch for obstacle placement, the menu selection concept as part of my menu system, and the logo concept shaped the design process of the Parkour Games logo.
Research References
Information on biomes and continents
“Building a Future in Which Humans Live in Harmony with Nature.” WWF, https://wwf.panda.org/.
Various royalty-free textures
“Textures for 3D, Graphic Design and Photoshop!” Textures for 3D, Graphic Design and Photoshop!, https://www.textures.com/.
Unity Asset Store prefabs
“Cactus Pack: 3D Plants.” Unity Asset Store, https://assetstore.unity.com/packages/3d/vegetation/plants/cactus-pack-11547.
“Lowpoly Rocks: 3D Environments.” Unity Asset Store, https://assetstore.unity.com/packages/3d/environments/lowpoly-rocks-137970.
Royalty-free map images
"Wikimedia." Wikimedia Commons, Wikimedia Foundation, Inc., 30 Oct. 2021, https://commons.wikimedia.org/wiki/Main_Page.
Texture and logo creation
Author: Creazilla. Creazilla, https://creazilla.com/nodes/67565-earth-clipart.
“Building a Future in Which Humans Live in Harmony with Nature.” WWF, https://wwf.panda.org/.
Various royalty-free textures
“Textures for 3D, Graphic Design and Photoshop!” Textures for 3D, Graphic Design and Photoshop!, https://www.textures.com/.
Unity Asset Store prefabs
“Cactus Pack: 3D Plants.” Unity Asset Store, https://assetstore.unity.com/packages/3d/vegetation/plants/cactus-pack-11547.
“Lowpoly Rocks: 3D Environments.” Unity Asset Store, https://assetstore.unity.com/packages/3d/environments/lowpoly-rocks-137970.
Royalty-free map images
"Wikimedia." Wikimedia Commons, Wikimedia Foundation, Inc., 30 Oct. 2021, https://commons.wikimedia.org/wiki/Main_Page.
Texture and logo creation
Author: Creazilla. Creazilla, https://creazilla.com/nodes/67565-earth-clipart.
How to Play
The Parkour Games has a simple control mechanism: WASD and space bar. WASD is for movement (w = forward, a = left, s = backwards, d = right). The space bar controls jumping. To perform a parkour jump, hold down the w key and press space bar right before an obstacle.
Game Development Process
Gameplay Sample
Play Now!
Click here to play!
Note: Game works better in fullscreen mode and is only accessible on computers.
Note: Game works better in fullscreen mode and is only accessible on computers.
Reflection
Perseverance. A word that creates an image of valor in one's mind. To me, though, it remind me of frustration. This project has taught me what perseverance really is. Through a gallon of glitches and a barrage of bugs, I reinforced my ability to find creative solutions to hard problems.
For example, I created a respawn script that would teleport the player back to the beginning of the level upon making contact with lava - except it only sometimes worked. After hours of trying to solve this issue, I decided to avoid it completely. I created a manual respawn system that isn't as slick, but fits well with the theme and doesn't fail half of the time.
Another issue I had was lighting upon loading scenes. My main menu scene was fine, but when I loaded the game scene itself, I was faced with no lighting engine. I solved this issue by consulting Unity forums and taking advantage of online resources.
The challenges of this project, no matter how demoralizing, has made me stronger. Sticking with the Parkour Games and having a finished prototype gives me a great sense of accomplishment - while also teaching me perseverance.
For example, I created a respawn script that would teleport the player back to the beginning of the level upon making contact with lava - except it only sometimes worked. After hours of trying to solve this issue, I decided to avoid it completely. I created a manual respawn system that isn't as slick, but fits well with the theme and doesn't fail half of the time.
Another issue I had was lighting upon loading scenes. My main menu scene was fine, but when I loaded the game scene itself, I was faced with no lighting engine. I solved this issue by consulting Unity forums and taking advantage of online resources.
The challenges of this project, no matter how demoralizing, has made me stronger. Sticking with the Parkour Games and having a finished prototype gives me a great sense of accomplishment - while also teaching me perseverance.
Conclusion
What is this game? An enriching experience? An infuriating expedition? A learning journey? It's all of that and more - a project with its share of bugs that has greatly improved my Unity abilities and my dedication.