Wednesday, January 21, 2015

Platformer Tutorial Level Design

For an upcoming assignment I will have to create playable tutorial for a side-scrolling platformer game. Below is my concept for my tutorial level:


Here is the cleaned up version of my concept:


In this level the player will come across obstacles that would be in the rest of the game. Being a tutorial, navigating through the world will be easy and self explanatory, though it will prepare the player for what they will face in future levels.

As far as story goes, I am planning on making the level resemble a cave and have the player need to escape the cave.The architecture would mostly consist of rocks and natural terrain like moss.

Tuesday, January 13, 2015

Platformer Game Analysis - Heli Attack 3

  • How does the level layout contribute to the tutorial?
    • The layout of the tutorial level was full of obstacles and targets for the player to get past. Certain obstacles required a special way past and would have a message pop-up telling you how to complete it. For example the taller walls require the player to "double jump" and reveals that pressing "W" twice will perform that action.
  • How is the pacing and flow managed to keep the player challenged but not bored?
    • The tutorial is pretty easy but keeps the player from losing focus by having a new obstacle soon after the previous one. Each obstacle requires a new action the player has not yet learned and utilizes the skills already acquired.
  • How much is left to the player to figure out on his own vs. how much is handed to him?
    • Everything the player needs to know is revealed in the tutorial.
  • What kind of obstacles are presented to the player?
    • Some of the obstacles in the tutorial include high jumps and destructible walls to shoot through. Some of the walls are extra tall and require the player to use the "hyperjump" ability that is explained in the tutorial.

  • How do they ramp up the difficulty as the tutorial advances?
    • Jumps get taller as the the level progresses as well as learning new abilities such as "hyperjump" and "timeshift". 
  • What kind of positive and negative feedback is given to the player?
    •  This tutorial doesn't provide the player with any feedback until after the level is complete.

Tuesday, December 2, 2014

Conquest Commercial

Here is the commercial for Conquest, a board game that I designed:

Friday, November 7, 2014

Brainstorming Game Ideas

Last class we went to the park and sketched some things we saw while we were there. I chose to sketch this cool looking tree with these big roots that spread out pretty far. We were then supposed to think of some possible game ideas based on our sketch.

Here are some of my ideas:

Tree Hugger: Save the almighty tree from the evil lumberjacks. Use the roots to fend off the attackers

Lumber Jack: This is pretty much the exact opposite of Tree Hugger. In this game, you are the lumber jack and you must find a way to chop down the evil tree. You must avoid the roots that are trying to kill you.

Sapling: In this game, water is sparse and you must fight to survive. The more water you collect, the more you grow. If you don't collect enough water, you die.

Tuesday, October 7, 2014

Brainstorming: Theme and Concept Statement

To follow up on my last post, here is my theme idea for my board game concept:


Conquest - Similar to BF4 conquest mode, 2 players fight over a series of objectives. each objective they take earns them more attack and defend resources. first player to control all bases wins. Of a player completely runs out of resources, they lose. Different cards may include: (Attack: AC-130 target any space on board. Roll dice for accuracy. 1=on target  2=one space off  3= two spaces off etc.)

Concept Statement: "Rule or Retreat!"

Theme: The main goal in Conquest is simple, capture more objectives than your opponent. Strategically coordinate your forces to take the objectives and take down the enemy. With a variety of Attack, Defend, and Transportation cards, the momentum of the battle can change quickly.

Setting, Culture, Time Period: Conquest is set in a modern day middle eastern landscape. Similar to the rough terrain of Afghanistan, players can only navigate through a small variety of pathways (depending on character).


Reference/Art Style:

 http://cloud.attackofthefanboy.com/wp-content/uploads/2014/02/rogue-transmission-guide.jpg
(EA Battlefield 4 map)


http://www.rockpapershotgun.com/images/13/aug/candc.jpg
http://www.rockpapershotgun.com/images/13/aug/candc.jpg

Board Game Mash-up: Save the Queen!

Here is the summary for the board game mash-up Darren Molony and I created:



Game Setup


Using the "Trouble" game board, place 7 hexagonal map pieces upside down (blue side showing) across the center of the board as shown in the picture. Get the center of the two outer hexagons to line up as close to the bulls-eyes as you can as this is the spot the player must land to access the "river." The queen marker is placed on the center river tile. The players must only play as the Red and Yellow pieces or as the Blue and Green. Set the River up accordingly. The picture shows a game setup for Red and Yellow play.

Each player plays with one Trouble token. They start in the home base that is the same color as their player piece. Players roll both dice to see who goes first. Each player then draws one "booby trap" token from random. These should be in a pile and upside down to make the drawings random. These trap tokens can only be played at the beginning of a round (after the last player's turn is finished and before the first player rolls the dice).

Players may move in either direction on the game board at any time. They may also choose to use only one of the two dice rolled. If both dice are used, they player must travel in the same direction for both dice. For example, if a 4 and a 6 are rolled on the dice, a player may move 4 to the right or left, 6 to the right or left, or 10 to the right or left. A player may not move partial dice amounts or move 4 in one direction and 6 in the other.

Game Mechanics

Trap Tokens - When placed on a board spot, these tokens designate an obstacle for the player to cross. Any token landed on will require the player to pass it, even if they placed it themselves.

Each token will have a number on it with dots underneath. The number indicates what must be rolled in order to pass the trap. When a player passes a trap, they draw another random trap from the pile that can be played at any time. If a player rolls any combination of numbers that equal less than the number on the token, they lose their turn. If they roll high enough to pass, they then move as many spots as dots are on the token. No more and no less. They must also move in the same direction as they entered the trap. They cannot reverse at this time. If a player rolls the EXACT number shown on the trap, they can opt to take that trap token or draw a random one. Trap tokens are ONLY removed when a player successfully passes them.

There are four RED trap tokens. These tokens work exactly the same as black ones with one exception; a player who fails to roll high enough to pass these traps is sent back into his home base.

If a player rolls double numbers when trying to pass a trap, they take the trap they were on and also draw a trap from the random pile. Players can only play one trap card per round.
There should always be at least 2 trap tokens on the board or in a players pile waiting to be placed.

Discarded trap tokens should be placed upside down in a separate pile. Once all of the tiles have been used, the discarded pile should then be used as the draw pile.

Using the River - The Queen is located on the middle tile of the river. A player must land on the bulls-eye adjacent to the river piece in order to enter it. When entered, a player floats immediately across to the other side's bulls-eye. If the queen is still present, the player scoops her up along the way. The turn is finished after the player reaches the other side.

Stealing the Queen - Once the Queen has been saved from the river, players can steal her from each other simply by passing each other on the board. If a player fails a RED trap token while carrying the queen, the queen is left on that token and the player must move back to his Start position. The Queen can only be picked up by a player that gets to the Queen but they must also then pass the RED trap token.

Goal

In order to win the game a player must capture the queen and return her safely into his home base.