Monthly Archives: June 2013

Level design: Difficulty in the solving vs difficulty in the execution

DISCLAIMER: I probably have no idea about this. I am just expressing some things I have seen in the games I refer to. Feel free to critique (please, do so, I am here to learn), but keep in mind that I am only learning. In addition, I must add that I will only be focusing in the mechanics of the games used as examples, completely setting aside whatever story, soundtrack, graphics or any other thing.

That said, let’s jump into the topic. This update comes packed with my insights on videogame design. Throughou the entire post I will be explaining the title, and providing examples of games to illustrate my point.

What does the title mean?

Well… Braid, Super Meat Boy and Thomas Was Alone are all 2D platformers, and the objective in all of them is the same: To get to a certain point (be it puzzle pieces in Braid, keys, bandanges and Bandage Girl in Super Meat Boy, or portals in Thomas). That would be the “puzzle” to solve. In order to reach that goal, you must execute a series of movements (no shooting, etc. Just movements). And still, these three are very different games.

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Tests with AndEngine

Development has finally started, but before I go into buildong the actrual game, I have done some tests on AndEngine, mostly to get used to the methods I’ll be using most often.

The result has been… strangely rewarding. I have created two bouncing balls that move around in a recangle delimited by sprite walls. This might not seem like much, but has helped me dip my feet in the water before diving fully into the engine. As a guide for the tests, I have followed MyBringBack’s tutorial, an incredibly useful collection of videos that show real (though small) applications of AndEngine. I have used the first 5 tutorials.

This is the source forge link for both the app and the code:
Fred and Linda

In the upcoming weeks I will be trying to implement the ReourcesManager and SceneManager classes from matim-dev.com’s full game tutorials
 

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Prototyping!!

Yesterday, I set up to paper-prototype the game. This is a record of the experience:

Why paper?

There are two main reasons for choosing paper (meaning non-digital) over GameMaker (the free version) or any other digital easy-to-use-so-good-for-prototyping tools.

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NEW! Game Concept

Hello again.

I know It has been a while since my last update, and I’m really, really sorry for that, but I’m back, and my holidays have just started, so I am hoping to have lots of material to offer. So, whithout further hype, here comes what I’ve been working on for this long time.

New Game Concept?

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