Thursday, January 26, 2017
Wednesday, January 25, 2017
Programming - SpikeBlock Video.
Here's the video of the spike block!
Still having trouble getting the sound to play right when it impacts, but enjoying getting it to work regardless.
So, programming this was definitely hard, though I feel it wasn't as difficult as the teleport assignment/challenge that we had had. I still can't figure out quite how to get the timing to match with the sound, and animating the face is something I still have a lot of confusion with.
I likely need to take some better notes, even though I feel like the notes I take are enough, I keep blanking out on what to do and I'm not sure how to fix things that break.
Here's my code:
Still having trouble getting the sound to play right when it impacts, but enjoying getting it to work regardless.
So, programming this was definitely hard, though I feel it wasn't as difficult as the teleport assignment/challenge that we had had. I still can't figure out quite how to get the timing to match with the sound, and animating the face is something I still have a lot of confusion with.
I likely need to take some better notes, even though I feel like the notes I take are enough, I keep blanking out on what to do and I'm not sure how to fix things that break.
Here's my code:
Tuesday, January 17, 2017
GameDesign II - Platformer Theme/Environment
•Main character is Jumpman, hangs out in an underground cavern.
- Possibly just falls down into a cave area? Intro: falling into cave area.
Background: Dark cave, use spikes for stalagtite/mite references.
• Collect treasure and bonus magical artifacts (purple stars).
- Magical artifacts wouldn't be the main goal, but a bonus thing.
- Coins are the main goal in collecting, as well as getting out of the underground cavern.
• Ground enemies (Might be Alligators)
- Possibly make a simple fuzzy circle-thing for ground enemies, base them on cave bats.
- Flying enemies have a bat-like look to them possibly, if not too time intensive and weird.
- Spikes may have magical runes on them (red for danger).
- Platforms that move around to take Jumpman to various parts of the cave, new enemies and such.
- Use visual storytelling? Kitbash some skeletons or something to hint at a disaster that happened here or previous victims who fell down hole.
•Time wise: Based in the ye olde days of exploring various parts of the environment in the world.
- No teleporters? Possibly too futuristic for theme.
- Imply some kind of chain to spike blocks that fall downwards? Not a floating thing?
- Place some kind of glowing effect on moving platforms to imply magic?
- Possibly just falls down into a cave area? Intro: falling into cave area.
Background: Dark cave, use spikes for stalagtite/mite references.
• Collect treasure and bonus magical artifacts (purple stars).
- Magical artifacts wouldn't be the main goal, but a bonus thing.
- Coins are the main goal in collecting, as well as getting out of the underground cavern.
• Ground enemies (Might be Alligators)
- Possibly make a simple fuzzy circle-thing for ground enemies, base them on cave bats.
- Flying enemies have a bat-like look to them possibly, if not too time intensive and weird.
- Spikes may have magical runes on them (red for danger).
- Platforms that move around to take Jumpman to various parts of the cave, new enemies and such.
- Use visual storytelling? Kitbash some skeletons or something to hint at a disaster that happened here or previous victims who fell down hole.
•Time wise: Based in the ye olde days of exploring various parts of the environment in the world.
- No teleporters? Possibly too futuristic for theme.
- Imply some kind of chain to spike blocks that fall downwards? Not a floating thing?
- Place some kind of glowing effect on moving platforms to imply magic?
Monday, January 16, 2017
Saturday, January 14, 2017
Tutorial Level Design!
Not sure what to call the game/level yet, and may have to redesign the last leap area if it's not jumpable.
Hoping to be able to make enemies that fly up/down and deal damage, but also want to make them killable by jumping on.
Wednesday, January 11, 2017
Super Meat Boy - Analysis
Welcome back, GA blog.
I played Super Meat Boy for my analysis, as stated above!
HERE is a video of me playing the entire tutorial world:
Analysis:
I played Super Meat Boy for my analysis, as stated above!
HERE is a video of me playing the entire tutorial world:
Analysis:
- How does the level layout contribute to the tutorial?
Super Meat Boy has a very simple layout to their levels, making sure to not clutter the screen too hard with objects. It would really make it difficult for the very perfect platforming you have to do later on.
- How is the pacing and flow managed to keep the player challenged but not bored?
The pacing of each level is short and sweet, with the longer levels always ending up being a 'test' to the player to see if they've really mastered the basic skills that are taught to you.
- How much is left to the player to figure out on his own vs. how much is handed to him?
I would say 90% of SMB is something you have to figure out on your own, but I do believe there are hints if a player needs them and they're 100% stuck on something. The super fast re-spawn system after you die really makes learning not too painful, especially when it comes to patterns.
- What kind of obstacles are presented to the player?
Pitfalls, saw blades, fire, acid, the ceiling..
- How do they ramp up the difficulty as the tutorial advances?
They introduce much more difficult platforming very quickly, as well as throwing in things like disintegrating blocks when you touch them, fire, etc.
- What kind of positive and negative feedback is given to the player?
Positive: You get a great grade, you beat your last time, a smooth replay of your level, bonuses.
Negative: You died, you can see your mistakes in the replay, your grade may go down, there's blood marking your mistakes.
- How is the story integrated (if any)?
Each time you get to Meat Girl Dr. Fetus pops up, likely punches her in the face, and flies off. Plus at the start you will get a cut-scene, and before you engage an end world boss you will get a longer cut-scene, and one after you beat the end world boss.
Level Layout, as done by me!:
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