Monday, January 29, 2018

Platformer Level

Platformer level is finally completed. It was a great learning experience, in programming we learned to make spiky blocks similar to "thwomps" from Super Mario. By learning blueprint classes I successfully made my own thwomp-like creation. The snow monster in my level was something that I enjoyed playing around with. I also learned how to create my own checkpoint, so that when you pass a snowman, you decorate him with eyes, a nose, a mouth, and a scarf. After this, you automatically appear back at the snowman's location. As simple as many of these elements are, there was a lot that I learned about timing, design, and ultimately what makes a game enjoyable for its players. There is definitely a lot that I learned that I can apply to any future projects.









Ice Monster Blueprint




Wednesday, January 17, 2018

Level Proposal

Sewer Loser

       My level design incorporates different design ideas that I have encountered in platformers that I have thoroughly enjoyed. Some of these platformers include Super Meat Boy, Fez (although untraditional), and a series of mini game platformers I have enjoyed as a kid including Super Mario Bros and Warioland 4. I analyzed what made these games fun for me, and tried to incorporate that into my level design.

        Sewer Loser Plot - Unwillingly, a young maintenance worker took a job on the other side of town only to find some terrifying things going on in their sewer system. Has he truly found a place like this, or did he hit his head too hard? He must collect as many lost items that have fallen into the sewer as he finds his way out. His journey includes unfriendly alligators, locked gates, haunted spikes, and more. As he goes along his way, he learns what he must do to overcome more difficult obstacles.


Wednesday, January 10, 2018

Game Tutorial Analysis



When a player first begins Ori and the Blind Forest, a short story intro/tutorial is given. This short intro itself does not guide you, instead it hints the player to figure out the game on his/her own. In other words, the intro is a "playable story." In between the story the game lets you walk and control the characters. During the story, the characters will pause in their tracks, prompting the player to jump in and take over. In this short story tutorial, you learn a few simple mechanics on your own. You learn how to walk, and as you are walking it brings you to a small obstacle, a log. The player must figure out the "jump" mechanic to continue the story and tutorial. This story tutorial continues its pattern, and makes the player feel as if they are a part of the introduction story. This is a great approach at a tutorial because instead of the player simply reading a story or getting a quick tutorial, the game incorporates both, which leads to a fun "story tutorial." After this initial introduction, the player is free to start the level off. However, the level is blocked off from the rest of the game through the use of a series of gating mechanisms. In order to open up other areas, this tutorial must be completed.


The level layout contributes extremely well to the tutorial. The layout does not confuse the player on where he must go. Instead, it directs the player to the left and the player is introduced to his surroundings and different types of game elements along his way. The player is free to see them, however he cannot interact with certain elements yet. It is not until he reaches the end of the level that he learns a new ability, and then must go across the map again (to the right) and defeat the enemies that he could not defeat yet.

The pacing is exciting because the player rarely must wait around and do nothing. The player is either entertained by the interactive story, or completing the obstacles with objectives and instructions on the screen. This tutorial keeps the player intrigued by not giving too much information away, but just enough to keep him hooked. There are useful instructions that show up on screen such as how to use a weapon, but as soon as an enemy is in the player's path, he is on his own to figure out how to defeat him.

The player is only handed as much information as he needs to figure the rest out. Tips on how to do certain button/keyboard combinations are given, however there are no instructions on how to beat a specific enemy or what creatures to touch. This is part of the fun of the journey.
Obstacles including enemies and spiky thorns are presented, as well as unsafe water which the player must avoid at all costs.

The player must figure out obstacles such as how to use enemies to break down wall barriers. The player does not need to defeat any other enemies until his weapon is armed, for this is when the enemies spawn and he must return out the way he came. The tutorial begins with simple directions on how to push items, jump higher, etc, and grows in difficulty as the tutorial goes on.

The player is given positive feedback when he collects the right item or defeats an enemy. The player is given "Life Cells" and "Energy Cells" when either of these events happen. When the player is hit by an enemy or steps on a trap or dangerous object, he has a slight knock-back, flashes red, and loses a certain amount of life cells.
This game is extremely story based, and there is often text displayed on the screen with a narrator telling the story of the Blind Forest. It adds a lot of enjoyment and wonder for the players who choose this game.












Prop Mechanic