Sunday, January 18, 2015

Platformer Papermap


Here is the papermap for a platformer I'm designing. The theme is "Science Lab."
I answered some questions for worldbuilding:
Where is it?
A Chemistry Lab on a sunny afternoon in August.
What is the conflict?
Dr. Drake, a reckless chemist, drank one of his concoctions and it shrunk him! He has to navigate his lab to find the antidote!
What is the twist?
Maybe.. it is actually a shrinking potion!
Who else lives there?
Lab rats, roaches, possibly other scientists.
What does the architecture look like?
It looks like a highschool science class, with blacktop surfaces and wood underneath. There's beakers, chalkboards in the background, maybe a bunsen burner, sinks, goggles.
What happened prior to the player getting there?
All the chemists working there made a big mess and then took a break for lunch.
How did the player arrive?
By drinking the shrinking potion and falling asleep on the table.

Wednesday, January 14, 2015

LIMBO Analysis



Starting up the new school year with something fun: playing video games. Ha ha. In Game Design II, we are going to make a simple platformer, so to start off we have to do an analysis of a tutorial level in a platformer. I picked LIMBO because I had a lot of fun playing it, and it is a very intuitive game thanks to the good "tutorial level." I put quotes around tutorial level because Limbo's tutorial level barely feels like a tutorial at all, and that's because LIMBO doesn't have any text boxes or anything to teach its players, much to its benefit. It is very fitting for LIMBO's dark and mysterious tone. LIMBO's world is filled with intrigue, and its hands-on method teaches the game's mechanics very well, without the player even realizing it. When I first played this game, the first few levels don't feel like tutorials. They feel like explorations into an unknown world, the first steps into a strange, new place.
Anyway, without further ado, my analysis of Limbo's "Tutorial Level."
Players learn the basics for the whole game within these top two panels, and the third panel starts getting into the actual gameplay. The game starts off with very slow pacing, contributing to the mystery of the game. The first obstacle is easy: get down the hill, which the player does simply by pressing the right button key. The player also learns that the little character will automatically start gliding down the hill.
The game is one of major trial and error. It will kill the character brutally, but also, mercifully, reset you limitlessly in a nearby location. This is something the player learns when they inevitably fall into the first set of spikes, obscured in the darkness of a pit:
The player learns the importance of momentum when jumping, and the importance of caution in the dark. The game is mean, but fair. The gap is easy to make the second time, if not the first time.
Next, the game teaches the player the basics of pulling and pushing a cart (a mechanic that reappears often), and rope climbing (also a key mechanic).

This is a pretty easy series of steps, but also mentally stimulating, as you take in this strange structure that has been built. Earlier, it seemed like you were out in the wilderness somewhere, but it appears that some people live here. After all, someone must have built this!
Anyway, there hasn't been enough hazard, so the next thing they introduce is water.
It's a little hard to see, but there in the pit is a little pool. The boy character can't swim at all, or maybe the liquid is cyanide, because the second you fall in, you die. An important lesson. Normally, players can just jump over it without falling in, so sometimes people learn the water lesson later on.
Next, you walk out onto a boat and just kind of float on for awhile. So far, the player has been able to walk through the game pretty simply, so it feels more like an experience than a real challenge. I would say this boat is what separates the tutorial from the rest of the game. You take a short trip on the boat to the real world of LIMBO.


Here are where the puzzles start, and they really ramp up from here on out. Even this first part sometimes trumps people; you must use the boat to jump up on the ledge by pulling it onto land.

LIMBO does a good job of introducing the key concepts of their game very quickly: the puzzle pieces, like ropes and pullable objects, and hazards, like water and spiky things, and the almost cinematic like element of the game, like the boat-ride. The game also keeps these basic things interesting by introducing them in novel ways. They could have a simple pit with spikes in it on a flat road, but they have hills and ledges and landings. In this way, they disguise the tutorial and can introduce the player to their bizarre world at a reasonable pace.
If you haven't played LIMBO, you definitely should give it a shot, especially if you like puzzle games or artsy games. I suppose this isn't a typical platformer, because it doesn't emphasize reflexes and speed like Mario or Sonic, but there definitely are faster-paced sections of the game as well.

Sunday, November 30, 2014

Here is the wonderful, lovingly crafted commercial I made for my board game. I really enjoy editing and using the soundbooth, so I had a good time playing director.

Thursday, November 13, 2014

My Final Game!

Space Race

After two short weeks of scrambling to get our board games together, everything is finally complete! I made a full board, a box, a deck of cards, player pieces, and all those hex pieces. I ordered a lot of them, and luckily they came in on time. I'm happy with my final product.
My game, as you may have read below, is about alien capture! Players race to capture aliens and get back to Earth first, doing everything they can to sabotage their opponents! It's a fun game, and I'm glad I got to do it. What a fun process!

Wednesday, October 29, 2014

Space Race Final Print and Play!

After a lot of iterating, thinking, planning, and drawing, the final print and play of my game "Space Race" is done! It was a blast to make. It's been quite the experience to playtest my game and make a new iteration based on the feedback in only a couple days, while also juggling my other classes. It was really satisfying to actually play my game and actually enjoy myself. 
The above picture is an illustration I did as the box art for the game. I got to look at a lot of sumo wrestler reference for that one.
Click here to download my print and play game!

Here are some of my friends playing my game!

Sunday, October 5, 2014

Game Bash

Inventing a Game!

As part of a game workshop, we took two random games and tried to make a new game out of them. We used the word game "Hoopla!" and the Star Wars version of Life. 

 The objective of the game is to clear the enemy's defenses and reach and destroy their core. This is done through the playing of the word cards and the rolling of the colored dice. Luckily the colors on the die matched up with the colors of the defense pieces.


At the start of your turn, you would place your attacking card face down and declare that you were attacking, and roll the die to see what would happen next. If it were blue, purple, or yellow, you would be attacking those color defenses. If it were red, the method of determining who won would change, and the die would be rolled again until a blue, purple, or yellow is rolled. Normally, the person with the larger number of syllables would win, but when the red die is rolled, it becomes the lower number of syllables.

 Additionally, at the start of the game, a card is drawn, looked at by the player, and put to the side. At any time that the player has lost a round, they can choose to swap their losing card for the card put off to the side.
The first person to reach and destroy the player's core (the red piece) wins the game!

It was a tough exercise to incorporate the word cards and figure out which pieces were useful and important and which were too convoluted to try.


Saturday, October 4, 2014

Developing Ideas Further

I need to develop some of the game ideas I posted earlier and think about their themes and stuff. There were a couple in particular that I wanted to explore more before I settled down on one.

Gladiators:
         Theme:
Fight for Your Freedom and Win the Crowd!
                      Build and Adapt your Gladiators!
         Setting:
                  Players play as the leader of a group of Roman Gladiators, slaves that fought for entertainment of the Roman people and for their freedom. Popular from around 1st century BC to around 3rd century BC, declining heavily in the 5th century. Pick a leader from different backgrounds; pick your specialty, and your strategy! Every moment is life or death, people drop like flies and anything can happen in the chaos of the Colosseum! Win the crowd!! Win your freedom!! Win the fight!!
         Art Style:
              Maybe tf2 comic-style, kinda rough lineart. A really fun and light-hearted take on the violent and horrible Colosseum fights.



         Color Scheme:
-       http://paletton.com/#uid=20Z0u0kllll5vu7dqpJtggXKzcz (mostly monochromatic, with complement)
-       http://paletton.com/#uid=5020Y0k9SwEmTNRkUpes6l+mEfC (adjacent, yellow, red, purple)
         Gameplay Brainstorm:
                  - Pick 2 skills from a large set to have a different experience each time! (Nets, Spear like weapons, swords, shields, magic ???.)
                  - Recruit more gladiators from successful rounds
                  - Random draw cards = gifts from the crowd if they like you
                  - Several quick rounds
                  - New terrain each time to SPICE THINGS UP

Space Travel:
Theme:
                  Be the Fastest, Baddest, Raddest Space Hunter Ever
         Theme Paragraph:
              It is the year 2500, and space travel has just become feasible for the common person. Space has become the new frontier! “Space Cowboys” are now venturing out into the edges of the known universe and discovering new life forms! A bounty has put out to capture these species for research and documentation. The bounty-hunter space cowboys are the reckless, competitive adventurists of the future, searching for both fame and fortune! They will do anything to get to the bounty and, more importantly, before their competitor!
         Art Style:
              -cartoony fun: Space Dandy, Cowboy Bebop, Avatar (creature designs), Eve (space ships).



       Color Scheme:
-       http://paletton.com/#uid=54E0A0kkueFd6nafZi6oFb1tY6U (purples, reds, blues?)
-       http://paletton.com/#uid=34W1h0kjovl9uOVeSEinkrWrcng (fun unusual colors?)
-       http://paletton.com/#uid=73z2d0krBpMhzrXofwCJ-jdX3sR (I really don’t know aaa)
        Gameplay Brainstorm:

-       Players use space-ship tokens as their piece
-       Board is randomly generated by placing hexagonal pieces at random (kind of like settlers of catan)
-       Players try to find the fastest way to the planets, using some kind-of-correct spaceship physics
-       Random Event Cards that are Fun!
-       Players try to get in the way of others, steal bounties from others, etc.      

       
Fantasy Tavern:
       Theme:
                  Competition; be the best mixologist in all the land!
         Setting:
              You and 1-3 of your friends are the new bartenders at a tavern in Oakhorn Valley, a town in the Land of the Seven Lords. You want to be the best of the best at what you do, and that doesn’t withhold you from using some underhanded means. Do whatever you can to prevent your friends from completing their drinks! Only one person can be on top!!
       Art Style:
              Cartoony WoW maybe? LoL and DOTA style things where everything is pretty colorful and out-there.


       Color Scheme:
-       http://paletton.com/#uid=30W0u0kllllaFw0g0qFqFg0w0aF (very magic looking!)
-       http://paletton.com/#uid=35y0u0kpPntgCvfltqVt9jd-Ze0 (more magic looking)
       Gameplay Brainstorm:
-       Draw a card that says what actions you need to do the drink are
-       Have to memorize it, have a time-limit to complete the actions, have some gameplay changes like “close your eyes” or “only one arm” or something, also everybody else is trying to stop you
-       Player with most points gets some kind of badge/crown/mark of victory
-       Card directions get more and more complicated as the game goes on