Sunday, 13 December 2015
Wednesday, 9 December 2015
Platformer Feedback
Graphics
+Good Walking Animation
+Unique Look
+The
-Character could be more detailed
Mechanics
+Not many but all actually works
-You may be able to jump forever (lies apparently)
-Too easy level
Gameplay
+Movement works well
+Simple and clear controls
+Hit boxes Actually work!
-Easy
-Moves/falls slowly
-Movement Accessional glitches
Fun
+Fun
-but needs more level's
Sunday, 6 December 2015
Platformer 2.0
What I like:
- Smooth Movement
- Platform Texture
What need improvement:
- Walk Animation
- More Levels.
Tuesday, 1 December 2015
Friday, 27 November 2015
Game Improvements
- Make Level long
-Add more levels
-Change the Win
-Add collisions tom side platforms
-Add more /varied obsitcles
-Add more levels
-Change the Win
-Add collisions tom side platforms
-Add more /varied obsitcles
Monday, 23 November 2015
Game Salad Jump
Gravity
Firstly I applied gravity to the player by creating a verticle downwards accelration to it. This means if it is constantly accelerating down until it collides with another object (In my case the ground).Then I created a attribute called IsOnGround which allowed me to check if Player 1 is on the ground. This meant that Player one can only jump if he is on the ground. We did this by creating a rule to say that if player one is colliding with the ground (if it is true) he could jump.
We created the jump through a simple 'If space is pressed' Change velocity to 200 vertically. Meaning he moves up then slows down and gets pushed down by gravity
Sunday, 22 November 2015
Character Ideas
Speed Focused Character
Has momentum so can jump between far platforms but also takes time to slow down. The challange comes from obstacles he cant hit or maybe the edge or levels.
Jet-pack Guy
Can use a jetpack for a limited time to navigate areas. (e.g Pharah from overwatch). The time aspect would make this a tricky game allowing aiming aspects. The jet pack could also be directional (e.g low gravity)
Icarus/ Wing or boost flying character
He has lots of ability at the start of the level but as he works his way up they reduce due to his wings melting. (E.g Double jump) or glide.
Has momentum so can jump between far platforms but also takes time to slow down. The challange comes from obstacles he cant hit or maybe the edge or levels.
Jet-pack Guy
Can use a jetpack for a limited time to navigate areas. (e.g Pharah from overwatch). The time aspect would make this a tricky game allowing aiming aspects. The jet pack could also be directional (e.g low gravity)
Icarus/ Wing or boost flying character
He has lots of ability at the start of the level but as he works his way up they reduce due to his wings melting. (E.g Double jump) or glide.
Platformer Research (Characters)
Super Meatboy
Running backwards and forwards (left and right on screen)
Sprinting to gain speed and momentum for jumps
Wall Jump allows you to jump off walls
Wall slide allows you to slide down walls slower than you would fall
Long and short jumping
Thomas Was Alone
Moving Backwards and forwards
Jumping
VECTOR
Running backwards and forwards (left and right on screen)
Sprinting to gain speed and momentum for jumps
Wall Jump allows you to jump off walls
Wall slide allows you to slide down walls slower than you would fall
Long and short jumping
Thomas Was Alone
Moving Backwards and forwards
Jumping
VECTOR
Running. Jumping, Climbing (when you almost reach a ledge) and tricks.
Thursday, 19 November 2015
MoneySieze vs Donkey Kong
Monday, 16 November 2015
Four Building Blocks of Gamesalad
Scenes:
Scenes are just levels. For example The Large black box is the 'Scene' where my pong game takes place.
Actors:
Actors are just objects in your scene. For example all the coloured boxes are actors which interact with each other.
Rules:
Rules are like IF statements. For example in this screenshot I am telling GameSalad that if I press down on the keyboard. It will do something.
Behaviors:
Behaviors are properties or behaviors of an object usually caused by rules. For example a behavior of ball is it collides with my wall (they are both actors.
Thursday, 5 November 2015
Thursday, 22 October 2015
Wednesday, 21 October 2015
Monday, 19 October 2015
Game Definition (Portal 2)
"Games are voluntary attempts to overcome unnecessary obsticles."
-Bernard Suits (1978)
" A game is a rule based outcome, where different outcomes are assigned different values, The player exercise effort in order to influence the outcome, the player feels emotionally attached to the outcome , and consequences of the activity are negotiable"
Jesper Juul, Half-Real (2005)
Rule based system: A linear progression where you complete levels by reaching an exit using portals and realistic physics. You cannot place more than 2 portals or fall in water.
Different outcomes: They are multiple outcomes to the levels though only one linear exit, So you either die, Or Progress.
Influencing the outcome: The player can influence the outcome by either completing puzzles or die trying, They do this through using the structure of the rooms, water, pits, boxes, lasers, buttons, goo, and turrets to complete said puzzles.
Emotional Attachment: The player feels emotional attached to the character as her backstory slowly gets revealed and how she is trying to escape. It is her goal to do so and is in the players hands whether she does or not. In addition to this the more effort you put in the more reason you have to finish as you want to complete what you have put so much time into.
Negotiable Outcomes:There are several ways to complete the game such as 'speed-running' or just enjoying the story therefore the outcomes of of the game are negotiable. You could also play co op in a variety of ways further changing outcomes
Sunday, 18 October 2015
Portal 2 Intro Emotions
The portal 2 Introduction starts in what is a hotel room with a voice over tannoy talking to you. This immediately gives a feeling of confusion, as well Humor from Wheatley.
Though when wheatley knocks on the door of your room you have reawakened and the hotel room is dilapidated almost like a horror scene.
This scene serves as a movement tutorial with humor showing how you have been sleeping for so long. (E.G being told to press jump to speak.) . When you have completed this your room is carried and subsequently destroyed. This gives some contrast between the brand new original scene and the later more dilapidated scenes.
Wednesday, 14 October 2015
Valve Software History
Valve software was formed in 1996 by ex-Microsoft employees and has remained a private company since its launch, both publishing and developing games (e.g Portal) for multiple platforms. It has also created its own game distribution platform (steam).
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