Using assets from the Metroidvania version of the game, I mocked up a world select in the same theme. The same way Nidhogg has a real world from which you chose the map. I think it helps to establish the game world as a fleshed out place by giving the player information about where different areas are relative to one another.
I changed the scoring so as to switch the level randomly after each round. I'm considering 2 kills on either player to count as a round.
I also included an 'All Switch button' which basically switches the array of maps it's using to randomly chose from. Either it'll pick from all the maps in the game. Or it'll just chose maps from the current 'area' in the game. This is significant because different areas are designed with different gimmicks/ special block types/ map difficulties and layouts in mind so this setting allows players to modulate that difficulty to some degree.
Within each world is a selection of specific maps in that particular worlds theme. I mocked up a few more from each theme for the purposes of testing out the new level switcher and to give testers a bit more variety too. I haven't gone all out on the visual flair for these new 'alternate' maps though because they're basically just mockups.
I also changed the colors of each player so as to more easily distinguish one from the other as in testing I found people did sometimes mistake their opponents character for their own. This gives the characters a bit more of a unique identity too which, despite minimal helps the players relate more closely to their favorite one, a bit like how professional SSBM players have specific character colors that they always use. Taking this concept further should hopefully increase players enjoyment of the game as well as the competitive scene around it.
I could even go so far as to include some kind of customization option, like headpieces or hats. Duck game is improved because of its inclusion of this. These would function as unlockables too; acting as a motivator to keep playing etc. Having certain ones as secret unlocks for very specific actions might be beneficial too as these kind of secrets help spread the word online about how to get specific items, which should help improve the community for the game.
Hi, my name is Louis Protano. I'm a game developer. I'm also a student at Norwich University of the Arts. This blog documents my work as I progress through my time studying Games Art and Design.
Labels
- ba2 Iteration. (17)
- ba2 Life Drawing (4)
- ba2 Research (10)
- ba3 (17)
- BA3a (17)
- BA3b (22)
- DollHouse (13)
- NeonParasite (45)
- project 01 - The Tinderbox (15)
- Project 02 - CS (6)
- Project 02 - Gargoyles (29)
- SpaceNinja (10)
- Specialism (13)
- Task 1 (4)
- Task 2 (1)
- Task 3 (1)
- Task 4 (1)
- Y2Ba2a (34)
- Y2Ba2b (15)
- Y3 (39)
- YEAR 2 (49)
- YEAR 3 (39)
Sunday, 27 November 2016
Monday, 21 November 2016
YEAR 3 - BA3a - SpaceNinja - Game Research
Nidhogg |
I'm trying to strike a balance between the three.
Nidhogg is relatively slapstick but it's serious regarding the combat. The good thing about the game is how every playerstate is beneficial in some ways, yet bad in others. For example, holding the sword high protects the player from jumping attacks. In the middle gives the freedom to move more quickly to the other states, and at the bottom protects against rolling attacks. Jumping limits the players movement and attack options whilst in the air but opens up aerial attacks/ maneuvers.
The player needs to use all these abilities, accounting for the different terrain and the position/ state of their opponent. This is the level of depth I want in my game. The downside to this is that it's easy to scare off new players so a level of 'pick up and play' simplicity is requires. By trying to make the game humorous, ridiculous I can hold new players attention spans longer too with the hope that they stay interested long enough for the depth to shine through.
DuckGame |
Towerfall |
I think I'm going to have to test different game styles for SpaceNinja because it's still ambiguous whether or not I should include pickups or not. Pickups add an element of randomness to the game which lowers the mechanical depth to the game but improves the marketability and 'new player experience'...
Saturday, 19 November 2016
YEAR 3 - BA3a - SpaceNinja - Menu Research
Lethal League |
The most obvious thing to me is the visual juice every time the player even hovers over a button with their cursor.
Nidhogg |
It's a good way of indicating to the player that it's an interactive thing and a good way to make the player feel good just by the menus. It also functions as a way controller players to know what interactive thing they're interacting with (since they have no mouse it's more ambiguous)
The games also both use audio as an indicator of intractable buttons too. Nidhogg more subtely than Lethal League.
The menus reflect the type of game too. Lethal League, being a game about excitement and speed has very punchy menus that can be navigated quickly with both mouse and controller. The audio ramps up in intensity as the player gets closer to the actual game, with loud announcer sfx when the player chooses a character to make them feel really good and pumped for the game to begin/
Nidhogg on the other hand; a game about strategy, mind games and technical skill, has much more chilled out music and menus to match. The themeing of the game is established with the visuals and the menu navigation is not overplayed as the focus is intended to be on the game itself and the zen like mind set it requires of the player.
I want to go for more Nighogg so far as sound effects and juice because I want the players to get into a more thoughtful mindset and it suits the underground mysterious planet theme of my game.
Layout wise though I'm going to go for more Lethal League because I like how easy it is to find where you want to be and if I want players to play my game a lot, I have to make sure the UX doesn't limit their enjoyment of the game.
Developing menus with controller in mind is trickier because making a system where the game knows what comes next in a sequence (when moving down through a list of options for example) can be difficult when I'm constantly going to be shifting things around. So initially I'm going to develop the menus with mouse in mind and then add controller support once the layout/UX is established.
Wednesday, 16 November 2016
YEAR 3 -BA3a - Task 4 - Website
Saturday, 12 November 2016
YEAR 3 - BA3a - SpaceNinja - Some New content
It's not a lot but I've added a new themed area to the game, The Molten Core. This is still placeholder art for the most part but it gives an idea of what I'd like the feel to be. The goo down the walls is functionally the same as the green goo showed in the other gifs but recolored so as to fit the theme.
The lava is a bit more forgiving than spikes in that it deals damage incrementally rather than killing the player outright. This suits the style of level because it allows me to place it all over the map without it being a frustrating way to die. I use it a lot in this design and the player is constantly at risk of being damaged by it. This map has safer areas but only for short periods of time so the players must always be on their toes.
I like the design of this map because the shape of it, and positions the players might want to exploit move around a lot during a single round. The players both have areas behind the goo (which reflects bullets) that they can use to hide, but only for very short periods of time as their hover meter is only half a second and they risk damaging themselves in the lava. The cracked blocks in the middle fall down when stood on which opens up the X-wing shaped section to be shot through (but not moved through), which in turn, causes the lowest platform level to come under pressure because bullets can now reach it from the opponents side. This makes the personal 'hiding place' much less safe as a result.
The platforms that fall down also serve a second purpose. Whilst making the top section more dangerous, the bottom section becomes less dangerous as there's now more area to stand on. but due to the lower resting point (inside the lava), the platforms also serve as a way to get to the same level as and destroy the 2 rubble blocks on either side which from here can be shot and destroyed to trap players down there. Due to the arrangement though, it's only possible to trap yourself, not your opponent, which allows for some interesting mind games between players.
Also, the fallen platforms make the map much more vertically oriented, which increases the viability of jumping on players heads over shooting them. Overall, the map has a lot of dynamics which I think make it a relatively high skill map to play on.
I made this map to test out a new block design; the brown one in the middle. The gif actually doesn't capture it particularly well but the blocks are ones which, require both the skill to hover and shoot at the same time since a bullet is required to flip the spikes from one side to the other. I think they're particularly interesting regarding player vs player because they allow players to shoot eachother from different heights (which cannot normally be done). They also allow for some sneaky tactics, which will result in a wider degree of playstyles. This is a good thing if I want a healthy player base as it let's players express themselves through their play styles. I also have an alternate version of this block with a timer that causes it to reset automatically but I think that works better in PvE rather than PvP to be honest.
The lava is a bit more forgiving than spikes in that it deals damage incrementally rather than killing the player outright. This suits the style of level because it allows me to place it all over the map without it being a frustrating way to die. I use it a lot in this design and the player is constantly at risk of being damaged by it. This map has safer areas but only for short periods of time so the players must always be on their toes.
I like the design of this map because the shape of it, and positions the players might want to exploit move around a lot during a single round. The players both have areas behind the goo (which reflects bullets) that they can use to hide, but only for very short periods of time as their hover meter is only half a second and they risk damaging themselves in the lava. The cracked blocks in the middle fall down when stood on which opens up the X-wing shaped section to be shot through (but not moved through), which in turn, causes the lowest platform level to come under pressure because bullets can now reach it from the opponents side. This makes the personal 'hiding place' much less safe as a result.
The platforms that fall down also serve a second purpose. Whilst making the top section more dangerous, the bottom section becomes less dangerous as there's now more area to stand on. but due to the lower resting point (inside the lava), the platforms also serve as a way to get to the same level as and destroy the 2 rubble blocks on either side which from here can be shot and destroyed to trap players down there. Due to the arrangement though, it's only possible to trap yourself, not your opponent, which allows for some interesting mind games between players.
Also, the fallen platforms make the map much more vertically oriented, which increases the viability of jumping on players heads over shooting them. Overall, the map has a lot of dynamics which I think make it a relatively high skill map to play on.
I made this map to test out a new block design; the brown one in the middle. The gif actually doesn't capture it particularly well but the blocks are ones which, require both the skill to hover and shoot at the same time since a bullet is required to flip the spikes from one side to the other. I think they're particularly interesting regarding player vs player because they allow players to shoot eachother from different heights (which cannot normally be done). They also allow for some sneaky tactics, which will result in a wider degree of playstyles. This is a good thing if I want a healthy player base as it let's players express themselves through their play styles. I also have an alternate version of this block with a timer that causes it to reset automatically but I think that works better in PvE rather than PvP to be honest.
Saturday, 5 November 2016
YEAR 3 - BA3a - SpaceNinja Initial Testing
It's been some time since I've tested the game. The last major round of testing I did was whilst the game was still a single player metroidvania. That's not to say that some of that research can't go into the current game, since it is still essentially the same movement and basic combat. I do need to test the new balancing though, that is that no one approach feels too powerful relative to another. That would be a problem as it would condition the players into a particular optimal play style that would limit the overall diversity of approaches the game gives the players.
The main feedback I got from a round of testing with friends:
1.Players using the controller don't slide on ice
2.When you can just jump on the enemies head it makes the sword feel a little bit useless as a weapon
3.There needs to be an easier way to switch between levels
For the most part people seem to really enjoy the game and it seems to go down well as a 'spectator sport' as the response from observers is positive too.
Response:
1. This is just a bug that needs fixing. I've noticed it before but it's actually more difficult to fix than it would seem due to the way I've programed left and right movement with the controller. At some point I might 'standardize' movement so that there are different set speeds to walk, run and sprint/ dash. This would allow me to give the keyboard players the same degree of movement as well as make it easier to fix the 'ice bug'.
2. I think it's very important that the game keeps the ability to jump on the opponents head as a way of dealing damage because it makes height advantage and actual advantage. The struggle of trying to dodge your opponents shots whilst navigating above them whilst gravity is trying to pull you back down is one of the interesting things about the game. It incentivizes moving into close range and getting the 'sneak attack' on your opponent and just generally promotes healthy movement around the stage. That's the reason it kills in 1 hit too (rather that 3 hits); because I want to promote movement and offense as opposed to turtleing/ defense.
I think the reason people feel like they should be able to deal damage with the sword is because it's thematically a weapon but mechanically a shield on cool-down and that causes a disconnect for the players. I think it would be smart at some point to re-design the sword as some kind of magic shield or something so as to more closely fit the theme and function.
3. This is a good point and one that I've neglected to some degree in order to focus on the mechanics. I'll look into implementing some kind of system that allows the player to switch levels after a round or possibly different game types that do their own things with level select (loses picks for example). Before that I need to develop a proper level select though.
The main feedback I got from a round of testing with friends:
1.Players using the controller don't slide on ice
2.When you can just jump on the enemies head it makes the sword feel a little bit useless as a weapon
3.There needs to be an easier way to switch between levels
For the most part people seem to really enjoy the game and it seems to go down well as a 'spectator sport' as the response from observers is positive too.
Response:
1. This is just a bug that needs fixing. I've noticed it before but it's actually more difficult to fix than it would seem due to the way I've programed left and right movement with the controller. At some point I might 'standardize' movement so that there are different set speeds to walk, run and sprint/ dash. This would allow me to give the keyboard players the same degree of movement as well as make it easier to fix the 'ice bug'.
2. I think it's very important that the game keeps the ability to jump on the opponents head as a way of dealing damage because it makes height advantage and actual advantage. The struggle of trying to dodge your opponents shots whilst navigating above them whilst gravity is trying to pull you back down is one of the interesting things about the game. It incentivizes moving into close range and getting the 'sneak attack' on your opponent and just generally promotes healthy movement around the stage. That's the reason it kills in 1 hit too (rather that 3 hits); because I want to promote movement and offense as opposed to turtleing/ defense.
I think the reason people feel like they should be able to deal damage with the sword is because it's thematically a weapon but mechanically a shield on cool-down and that causes a disconnect for the players. I think it would be smart at some point to re-design the sword as some kind of magic shield or something so as to more closely fit the theme and function.
3. This is a good point and one that I've neglected to some degree in order to focus on the mechanics. I'll look into implementing some kind of system that allows the player to switch levels after a round or possibly different game types that do their own things with level select (loses picks for example). Before that I need to develop a proper level select though.
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