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Sunday, January 29, 2017

Programming spiky block video

As part of a programming assignment I had to make a short video showing off the spiky block that I programmed in class.

My overall experience with this was A little chaotic, I struggled with trying to get the shadows to expand which are still off. However the eyebrows do sync with the falling timeline. Below I will include some screenshots of the code I built in class.




Thursday, January 26, 2017

Plat former Level Design Video

Here is a short video of the level that I constructed for my Game design and Programming classes 

Monday, January 16, 2017

Layout of 2D Platformer level

For the next part of the platformer level, we have to design our own 2D platformer level.

My concept for a platformer involves a vertical level design. The level design would ideally be implemented as a wizards tower where the player has to climb to the top and hit a switch that unlocks a teleport to the goal room. I personally am a fan of vertical level design because it provides the opportunity for multiple challenges. Also I'm a fan of the level design of Dark Souls so that was partially the reason behind the design of the level. If I where to make art for this level it would look something like this...




updated version of the paper layout done in adobe Illustrator


Wednesday, January 11, 2017

2D Platformer Analysis

For our first lesson of game design 2, we where tasked with playing and analyzing the a 2D platformer game. The game I chose to review was...





our analysis consisted of playing the tutorial level of the game. In Megamans case, this would be the first level on the highway. 
The level layout contributes to the tutorial because for the most part it is linear. This gives the player the ability to focus on learning the game and not getting lost. 
In the beginning of the level the player is beamed down onto the street and is shown only their health and no on-screen prompts to guide the player. However since I was playing on an emulator, the modified controls where listed on the side of the screen allowing me to at least get myself moving. Overall I found that if the player was playing on the Super Nintendo, he/she would have to figure it out on their own. The game rewards players for taking initiative and trying to figure out the controls



OBSTICALS
obstacles that the player encounters as they progress through the level are various robotic and environmental hazards robots of various shapes sizes and abilities are peppered along the level providing an ample challenge for the player as when they die, they start back at the start of the level. there are no checkpoints!






Some examples of the enemies that you will encounter on the first level (talk about enemy diversity!)


One of the things that I personally found to be neat when playing was that the game increased the difficulty the farther along you went in the game. This occurred in the form of mini bosses.
The bee helicopter acts as the mini boss and appears twice in the level. 
Once the mini boss was destroyed, it crashed to the ground revealing a secret drop just ahead. I thought that was pretty ingenious because they did it with out having to use words like modern games may have done. This section of the game also helps show the player that they can climb up walls, thus introducing the player to an element of vertical game play in an otherwise flat level.

The story is integrated, or begins for lack of a better word at the end of the level when you fight the main boss and he traps you, only to then be freed by one of your fellow companions who tells you that you may be as strong as them one day and to not despair at your defeat.

Screenshot of the boss battle. 

Below I have also included a map of what the layout of the game looks like with enemies.