In coming up for an idea for how to lay my platformer out, I decided to choose a theme first and build the level that way.
This platformer is set deep in the jungles of the Amazon where one can find many mysterious and wondrous creatures. Our hero, Tom Tom, sets out in the mid-afternoon heat of the southern hemisphere's Summer. Tom Tom's life as an accountant was underwhelming at best, so his new goal? To discover a creature which no one has set their eyes on before.... Will he survive the treacherous jungle creatures? Will he discover a long hidden tribe? Tom Tom won't find out until he hops out of the helicopter alone and arrives at the first destination: a muddy swamp infested with nasty creatures. Good luck Tom Tom!
The paper map below was made to mimic the different layers of a rainforest. As the player goes deeper, the jungle gets more dangerous. The initial drop off of the first platform is a blind drop that will hopefully make the player feel uneasy. After that they'll slowly be introduced to navigating through the "trees", and if they keep their eyes peeled they might find some secret loot. After all, any good adventurer knows to explore every nook and cranny. The first few obstacles, disappearing platforms, moving platforms, and gators are all introduced in ways that make it easy for the player to recover. From there things get more tricky. Will you survive as Tom Tom? Will you find the treasure at the end?
Monday, January 19, 2015
Friday, January 16, 2015
Winter Break Practice
Although the hard drive in my PC died on me just as winter break began, I did still have my mac and was able to do a quick study of a Sargent painting. It was totally relaxing and I'm looking forward to doing some more if I make the time.
It was mainly important to me to find similar brush strokes, the values aren't wholly accurate, but I do love the contrast of the warms and cools on her face. Gotta love Sargent.
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| Sargent's (obviously) on the left, mine on the right. |
Thursday, January 15, 2015
Platform Analysis: Donkey Kong Country Level 1
The introductory level within a game is probably the most significant in terms of setting up the player to have a clear understanding not only of the theme but also simply how to play the game. Donkey Kong Country's first level is certainly no exception to the rule.
Let's jump in to the first thing you see:
On the first screen you are presented with three options: go left, go left and up, or go right. This already introduces players to the idea of exploring all opportunities, as well as a small introduction to the story. By going left the player will enter as Donkey Kong into his empty banana hoard: oh no, they're all gone! We must need to save them.... Upon exiting and climbing up (ding ding, another mechanic, climbing things!) the player enters Donkey Kong's tree house where they are introduced to two more mechanics, jumping on tires and collecting balloons to gain more lives.
The second screen brings two more mechanics: enemies and what I'll be calling monkey barrels. The player will use their newly learned jump skills to jump on the beaver, thus killing it. The player can then walk up to the shaking monkey barrel, and by masterfully mashing all the buttons they will find that one of them will pick up the barrel and throw it--and what a surprise: Diddy Kong!
The third screen confronts players with a floating letter "K", and upon collecting it players find out there are three more of these golden tokens floating around. After collecting the token and moving slightly right the player can see, just barely, a balloon beginning to float away over a tree. In this way the game uses an old mechanic, balloon collecting, to introduce a new one: being able to climb on top of the trees.
After this players can move right until they are confronted with new enemies. If they are playing as Diddy Kong they'll find that they can't kill these bigger enemies with him. After jumping over them they will find another monkey barrel and can retrieve Donkey Kong if possible, but they also find a new barrel which bursts when they walk through it. This is a checkpoint, although then player won't find out unless they die.
Guess what's on the next screen: that's right, yet another two mechanics! There is a vulture throwing stones protecting a floating golden ostrich token, as well as a plain brown barrel. The player will find that they can collect the token and pick up the barrel to throw when they want. If the player dies 2 times after this section, which presumably they will since they're a new player, then they'll find out they can continue to collect the floating ostrich token. Once they collect their third they'll get to become the ostrich and fly around to collect miniature versions of the token, receiving one life per hundred collected.
After this the player comes to a new item in the game: a box with a rhino head. Jumping on this box will release a friendly rhino, and if the player jumps on it they can ride it and it will automatically butt enemies out of the way. If the player also jumps too short over the gap--yet another mechanic, falling through gaps-- they might run into the wall which will introduce hidden caves. This particular cave holds lots of bananas and a balloon at the end.
Finally the player is confronted with one more gap and a sign signaling the exit of the game. Thus, the first level is complete and the player has learned most of the mechanics!
The pacing for this tutorial is fast enough to pick up the mechanics quickly, but set up well enough where the player won't feel overwhelmed by all of the new things they're learning. Nothing within this first level presents itself as a tutorial, and thus the player is left to their own wits to determine how to play. I personally find this to be a more natural process than a tutorial that feeds everything to you, making Donkey Kong's first level enjoyable and leaving the player wanting more.
Tuesday, December 2, 2014
Friday, November 7, 2014
Park Sketching and Game Ideas
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| 1. Boats by the water |
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| 2. Crane, 3. Three Trees |
Idea #3: Legend has it there are three brother trees that will tell you your fortune if you're lucky enough to find them when they sprout. Join in the race to find the Brother Trees and be the first to have your fortune told!
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| 4. Bridge |
Friday, October 31, 2014
"Our Lord and Foe" Print and Play!
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| Game Illustration |
Looking for a riveting battle against an evil lord that has taken over your life as a serf? Fight for your freedom in "Our Lord and Foe", a print and play by me!
Inside the downloadable PDF you'll find everything you need to play the game--except a friend and a die! So get together, print this out, and have an awesome time kicking an evil lord's ass.
Tuesday, October 21, 2014
Playtest Questions and 10.17.14 Changelog
Here are a set of questions I devised to ask play testers after they have played the rough version of my game, "Our Lord and Foe". I wanted to leave the questions vague enough for the player to not be influenced by the phrasing of the question, but specific enough to still get the information I'm looking for. Without further ado:
- Did you have trouble understanding how to play?
- Do you think the game is lacking anything?
- Do you find any parts of the game extraneous or unnecessary?
- Do you feel like the game is balanced?
- If you could change one thing about the game, what would it be?
- How do you feel about the theme? Is it cohesive?
- Is there anything in the game you wish there was more of?
- What is unique about the game?
- What is generic about the game?
- Would you play this game again?
- How much do aesthetics impact your view of a game?
- How do you feel about the writing/story based parts of the game (ex: character blurbs)?
- Are there any loopholes? Does anything seem unintentional/like a bug?
- What are your overall impressions of the game?
- Rules
- Players now start with 2 Serf Action Cards instead of 5
- "Character Action Cards" have been changed to "Serf Action Cards" in the rules
- Changed "Power" to "Attack"
- Removed mention of tools from the rules
- Added rule that players must flip over a Lord Action Card each time they attack the lord
- Added rule that serfs must use their own energy, it cannot be shared. If Serf 1 has 1 energy, they may only use that serf once.
- Added 2 rounds to the game
- Other small wording changes
- Character Cards
- Balanced character stats to define roles more, ex: Serfs with high attack now have low energy, making them useful attack cards. Serfs with lower attack have more energy so that they may spend more time gathering resources, crafting weapons, and organizing attacks
- Added "Character Card" near the top of each card for clarification
- Changed any mention of "power" to "attack"
- Lord Cards
- Added 10 HP to each Lord
- Added "Lord Card" on each card for clarification
- Changed some attack stats
- Changed any mention of "power" to "attack"
- Lord Action Cards
- Balanced number of different effects
- Made more HP attack based cards
- Serf Action Cards
- Removed a card that grated a weapon for one material
- Game Boards
- Removing Lord Card board
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