Sunday, January 25, 2015
Thursday, January 22, 2015
Platformer Tutorial
Being Baba Yaga
For my Game Design II class we had to design a 2D platformer tutorial level using the basic jump mechanic along with things we're learning in programming class. For my level, I want to have the player use teleportation and moving platforms to get around the level and collect coins.
For the story, I wanted the main character to be Baba Yaga and the goal would be to collect as many children as possible in a small Russian village during the 1800s. The time of day is during dusk and the player would travel from level to level via a small wooden walking house on stilts.
Sunday, January 18, 2015
Car Model
For my 3D class this semester, we have to model a car and design a character to go along with it. Initially, I had somewhat of an idea for my character, at least the look I was going for, which I took inspiration from Issey Miyake, specifically his a-poc collection. However, it doesn't really fit with the car I chose (Chevrolet Chevelle), so I'll have to think of something else.
Thursday, January 15, 2015
Braid Analysis
Level Layout
The level layout progresses slow enough for the player to be introduced to the controls of the game
Something new is introduced shortly after each previous concept. The player is required to use newly learned skills to progress through the level.
There are small signs around the level that show the player what to do to overcome certain obstacles, however the player needs to figure out how to obtain the puzzle pieces on their own. The player can get from start to finish easily without any challenge, but obtaining the puzzle pieces to help figure out the story and win achievements progressively gets harder.
The obstacles faced are getting past enemies and using the enemies to their advantage to get the puzzle pieces. for example, the player needs to jump on the heads of the enemies to reach the puzzle pieces. In order to get the last puzzle piece, the player needs to jump on the heads of two enemies consecutively to get enough height so they could reach the puzzle piece.
If the player touches an enemy and dies a small sign appears above the player character showing them what button to press to reverse time and try again.
The story is integrated by the books that the player runs past before they get to the level door.
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