Archive for May, 2009

Internal cohesion

May 24th, 2009 No comments

Most games have a setting in which the gameplay takes place. It helps the player immerse in the game and if executed right, it explains and supports the gameplay mechanics. Take Sonic for example. The world of Sonic is filled with brightly colored robotic enemies that pop open if you destroy them, only to reveal a cute little animal that was trapped inside, encouraging you to do it again. The world itself is comprised of pitfalls, loopings and bounce pads that launch you into the air. None of these elements really make sense by themselves but take into account that the player is constantly running, jumping, dashing and rolling and the world starts to make sense. The setting is comprised of various illogical elements, but they work very well together and they are internally consistent.

Games like Sonic, Mario and Megaman create their own worlds that make sense internally. They make up whatever elements they need and integrate them into the worlds logic. Games that use more conventional settings often run into problems when trying to explain some gameplay elements in their setting. Just think about platformer games that have more realistic super-mario-world-2characters and settings yet still have endless amounts of highly impractical structures to scale and tons of conveniently placed handholds scattered around the “natural” environment. In a game like Megaman this would not be a problem because almost every element in the game only makes sense within the bounds of the game. In a more realistic setting, picking up some bandages to heal yourself time and time again, stops making sense really fast and so do double jumping, surviving long falls, carrying tons of weapons and ammo, etc.

Creating the right setting can take a lot of time and one should not underestimate this. A well designed setting can make an average game feel good, just as a flawed setting can utterly spoil the players experience. A setting doesn’t have to work by itself, just look at Super Mario. The important thing is that it works well in tandem with the gameplay.

Categories: Thoughts on game design Tags:

Small arcady game

May 10th, 2009 No comments

In the video below is footage from a small game I created with some fellow students and 3 programmers from the TU Delft.

Categories: Projects Tags:

Character animations

May 10th, 2009 No comments

Below are some animations for an untextured character I created. The character is a mutated human being; he is much taller than normal humans and his right arm is malformed. He knows people are afraid of him and he hates it.

Categories: art Tags:

Audio game under construction

May 10th, 2009 No comments

Audio game is a first person audio puzzle that will make you listen in new ways. It is currently still in development by a team of eleven. In the game you see through the eyes of one person but hear out of the ears of another. You are in control of the movements and vision of the man while hearing out of the ears of a woman. Because of this the audio and visuals are not in sync and you will have to bend your mind to really understand the situation.

The first part of the game is about finding the woman by using what you hear through her. You can hear your own footsteps and other sounds in the environment. The loudness and direction of the sounds give you clues on where the woman might be.

In the latter part of the game you get to control the volume of certain sound producing objects, through the woman. This way you will not only hear a sound louder but the source will actually move in a fixed direction to be in sync with the loudness. For example: you can hear the sound of a car in the distance but you cannot see it through the fog. By selecting the sound of the car and making it louder, the car will move closer to you. Audio game is scheduled to be released at the end of may 2009.

You will have to turn op the volume to be able to hear what happens.

Categories: Projects Tags: