I’ve got my second assignment for my Experience Design course. I have to create a shmup. I currently have no idea what to do for a unique scoring mechanic. I hope I can come up with something good soon. I had this idea for having to kill the enemies in a certain order or you won’t get points but it seems like a really overused idea and too complicated for the gameplay, so that idea is out the window.
Ah well… I’ll think of something.
The game design document is taking a while XD
Yeah I’ve been working on my group game a bit. We’ve moved from first person to third person which is going to take a bit to work out. I thought I’d have to completely redesign the pickup script that I made a while back but I think if I somehow center the character into the middle of the screen and make the block a little further away from the camera, it should be fine. I’d really rather it just stay first person though.
I’ve started work on locking player movement/ placement of blocks to a grid. Currently the player movement is a bit screwed and the placement of blocks is pretty buggy but considering that I’ve never done this before, I think its a good start.
We’re probably going to have to completely redesign the networking script which sucks. Unless we can find a work around not being able to access the player’s transforms/ individual scores. It kind of sucks.
I suppose I do have more on the GDD since last time so I’ll just post a piece of what I have that’ll explain the game more.
"The World We Make is a third person (maybe), local multiplayer game where players work together to build as high as possible as the levels below them are slowly destroyed.
Players can pick up any block to create a pathway towards block spawners in the sky where they can get more blocks in order to get higher. The blocks below them are slowly being destroyed in layers as the players frantically collect and move blocks.”
I was feeling stressed and overwhelmed but I’m feeling significantly better now. Which is a good sign XD
Here’s a zip download of the web build of my game.
Attackers can’t walk on block tiles.
Attackers can only move tile per move and only onto tiles that are adjacent to them.
Only one attacker can occupy a tile at any time.
Players can only place tiles that are in their hands. Players can only place tiles that are adjacent to their attackers.
Players can only destroy tiles that are adjacent to their attackers. Play- ers can’t destroy tiles that have an attacker on them. Players cannot destroy base tiles.
Players only have 2 moves per turn. Everything except destroying a block tile costs only 1 move. Destroying a block tile costs 2 moves. You cannot destroy a block tile if you only have 1 move left.
Game ends when one player has all their attackers on the opposing player’s base tiles at the same time.
Our game is finally back on track. The game is a third person, grid based multiplayer game. The players all work together to get build higher as the levels below them are slowly being deleted. I’ll explain more when I get the GDD finalised :D
There’s also more than just the art direction. I feel that the players don’t have a clear goal. Why do they want to keep building into the sky? Why do they want to work together with other players? I just don’t think playtesting will help. What we need is a design document but we currently don’t have that at the moment. What we have is a lot of questions and mixed thoughts but nothing concrete. We need direction. We need to know what we’re working towards, not just a date. I seriously doubt we’ll get anywhere unless this is fixed soon.
Playtesting should happen when we have our gameplay done and level done. Then we can make modifications to it. Sigh…
I need to work on adding numbers to the blocks so when they’re spawned they have a particular material attached according to what number they’re assigned. It kind of doesn’t help that the textures are all jpegs. JPEGs are awful. They really are. You lose so much quality with them its not funny.
I’ve completely lost motivation for my group project… I don’t know if it’s because I’m really tired or I feel that the game wouldn’t be fun or that I just don’t like the art direction. I mean I’ve put a fair bit of thought into the game today. We for some reason decided that the overall aesthetic is Vincent van Gogh’s ‘The Starry Night’ and I don’t really understand why. It’s really restrictive. When you use something as a base especially a painting, you take on whatever the meaning of that painting is or what the artist intended to convey. So I looked up the painting to see if maybe it has some kind of context to the piece and I found:
“During Van Gogh’s younger years (1876-1880) he wanted to dedicate his life to evangelization of those in poverty. Many believe that this religious endeavor may be reflected in the eleven stars of the painting. In Genesis 37:9 the following statement is made:
"And he dreamed yet another dream, and told it his brethren, and said, Behold, I have dreamed a dream more; and, behold, the sun and the moon and the eleven stars made obeisance to me."
Now apparently the theme of our game is the destruction of society. I should probably write what the game is.
The World We Make is a first person multiplayer game where the players are working together to get as high in the sky as possible before the blocks that they’re standing on dissolve into nothing. The players use blocks to create pathways to spawners in order to generate more blocks in order to progress higher.
I just don’t think the aesthetics and meaning of the art that we’re basing our art design on match with our overall theme of the gameplay.
I just think we need to broaden the art design. I think we need to choose an art movement rather than a particular artist or artwork. But that’s just my opinion. I’m just doing the scripting so I guess what I say doesn’t matter much. It’s really up to the designers…
I decided to take a little break from scripting and go through some of my backlog of games. I decided on Evoland because when I first saw it, I really wanted to play it.
The idea behind it was what really got me interested but I quickly found that it was poorly executed. It got boring. While it does explore the progression of RPG games, it does it in an extremely shallow way. It lacks the understanding of the core mechanics that made the games that this game explores, classics.
It constantly makes small digs at commonly found tropes in this genre of gaming but doesn’t really go anywhere with it. The developers could’ve deconstructed them and perhaps subverted them and yet there’s nothing. It’s kind of disappointing.
I really only found one section of the game truly enjoyable. It was simple puzzle where the player has to switch between 2D(top down, old rpg style) and 3D to solve. I really wanted to see more of this, to see this concept explored further. But like the rest of the game, it does this just as shallow.
I’m currently up to the last boss in the game and I’m really not enjoying it. It’s not a bad game because it has its moments. It’s just lacking.