Wednesday, February 4, 2015

Array Lights Video Demo


In Programming we've been starting to cover arrays, in this case using them to create a highly adjustable system of moving lights.

Admittedly I've had some difficulties fully comprehending this, although with what we walked through in class I was able to tinker a bit and make this spaceship taking off. Hopefully as the semester progresses I'll be able to understand it better but for now, flashing lights are cool.

Wednesday, January 21, 2015

Level Design: Crusher Castle

My level design was heavily influenced by the Koopa castles and assorted fortresses in Super Mario World. Also I really like castles.

- Takes place in vague Mario time (modern?)
- Castle is supposedly haunted (mostly just bats, actually), but also is full of loot.
- The only occupants left here are bats.
- Classic medieval architecture, stonework with rickety old wooden balconies and supports.
- The castle has been abandoned for some time, and is generally falling into disrepair.
- The player is here because potential riches are a surprisingly effective motivator in the face of certain peril.

Wednesday, January 14, 2015

Level Analysis: Cave Story+


 The game begins with a brief scene of dialogue, and then cuts right to the opening level. You begin in a safe room, with two devices and a door. A very quick check reveals that the floppy disk saves your game, and the heart monitor restores your health. While neither of these are necessary from the very beginning of the game, it establishes what will later become very important elements of the game's "safe zones."


 Exiting the room takes you to the first cave. On your right, the way is obstructed by odd-looking blocks and a bouncy little blob monster, neither of which can be interacted with or destroyed at this stage. You have no weapons!


The right side accounted for, going left reveals bright red spikes and bats that fly in vertical patterns. Just out of sight is a small box with a heart in it. The bats and spikes are both easily bypassed by jumping, a familiar and simple mechanic that comes naturally to most gamers.


 After jumping past the bats and spikes, you can reach the heart box. By interacting with it, you find out it is a "Life Capsule", which increases your health capacity and familiarizes you with this item. The reward of additional health is also rather straightforward, but makes these items very desirable.


 Continuing down the tunnel and to the right, we see more bats and water. The bats are again easily dodged, but we also learn the mechanics of water in the game: It slows you down, and brings up an "Air" timer. While there's no real risk of drowning unless you made a concerted effort toward it, this is a helpful little tidbit to keep in your memory for the future.


 At the end is a large lion's head in a dead-end. Being different from everything else, we naturally assume it is some kind of entrance or other interactive thing.


 Inside it turns out to be somebody's house, and the somebody is asleep. At the end of the room is a chest. Talking to the sleeping person yields no useful results, as apparently this is a very heavy sleeper.


 Bypassing the sleeping person to rifle through his belongings, on the other hand, gets us a sweet new gun, the Polar Star. The game only using 2 buttons, Z to jump and X to interact, makes figuring out how to shoot a pretty quick process.


Returning to the dead end, we have no option but to backtrack, shooting a lot of bats along the way. Exacting revenge on those cursed bats gives us hearts, which restore lost health (which was probably from the bats)


 And little triangle things, which increase your weapon's power. While the first cave doesn't contain enough triangles to learn this immediately, they appeal to our kleptomania and thus you want to collect them anyway for the future.


 The gun is also good for shooting those weird rocks from earlier, opening up the right path that was initially unassailable.


 Here we learn another lesson about the game: Pay attention, because some of the doors will try to straight up kick your ass unless you kill them first. Approaching this door causes an eye to open, and if you touch the door it damages you. Unfortunately for the door, guns do not require touching what you shoot at.

After killing a door (trust me that's not the weirdest thing you do in this game by a long shot) we can go through, and begin our adventure in the world of Cave Story!


As a tutorial level, while not providing any kind of direct dialogue to tell you what to do, this level takes a more natural approach, letting you learn the core mechanics of the game such as exploration, returning to previous areas to try new things, shooting guns, and finding collectibles, while not being incredibly overwhelming right off the bat.


Here is a simple map of the level:




Thursday, October 30, 2014

Golden Prince: Print & Play for yourself!


Contains rulebook, army cards, 70 unit pieces, 1 crown, and the 4-part board.
Must provide your own 6-sided dice.

Sunday, October 5, 2014

Farri Mortalborn


I also spent some time trying out new painting techniques. While it started off as a fairly simplistic practice, it very quickly spiraled into a full-blown piece. Whoops.

However I did learn quite a few handy tricks that I hope to implement in the future on Golden Prince and other projects.

The Golden Prince: Printing and Cutting, Cutting, Cutting

So this weekend I started work on the Golden Prince Print and Play, spending most of Saturday formatting and drawing, and most of Sunday cutting, folding and taping everything together.


 The board and army cards were fairly straightforward, requiring only slight trimming and basic folding in half. The soldiers, on the other hand, had to be designed for easy use, as they will be picked up and moved around quite a lot, and needed to be easy to pick up out of a grouping. Flat pieces would easily flip, scatter, be picked up by breezes, and generally make playing the game a huge pain to play, even if it was easier to cut out.


 My solution was to create elongated 'triangular' pieces, that you would fold over and then tape the two tabs at the bottom together to create a simple base with an easily picked up 'point' that would be finger-friendly in tight groupings. The only problem with this is that, unfortunately, it is very time consuming to individually trim, fold, and tape 90 pieces. Since it was a weekend I decided I would just get to work, starting with trimming and folding all the pieces.



This took roughly an hour and a half. Trimming wouldn't have even been necessary under ordinary circumstances, but the cutting board I used would not cut in a straight line, so I instead had to cut each piece by hand.










The end result, however, more than made up for the misery of the preparation process. The board came out a tad smaller than I had intended, but this will be a fairly quick thing to fix as the board is not in its final stages (the game still needs testing!). I look forward to testing tomorrow, to see how well my initial planning works out.

Thursday, October 2, 2014

Golden Prince: Brainstorming Mechanics and Ideas

Just going to start throwing stuff against the wall and see what sticks!

  • The king died, and now his son the Golden Prince is coming to take the crown
  • But two dukes are much closer, and are eager to have the throne for themselves
  • Asymmetrical strategic war game
  • 3 Players: 1, the Golden Prince will have an extreme advantage of numbers
  • The 2 players must cooperate to beat the third, while also working to beat each other
  • Some kind of 'flag' to be captured, probably the crown, placed between the two small teams
  • Stats for units printed out onto easy reference cards for each player
  • Large team's army consists of stronger units and the widest diversity
  • Small teams have specialized soldiers, and must work with each other to use them best
  • T-shaped board layout
  • The crown starts within easy reach of the smaller teams, but is far enough that if they try to rush for it they will be crushed by the bigger team
  • Prince must advance through a long field
  • Dukes have small towns on each "branch"
  • Simple combat: Each unit has a Swordplay stat which indicates the dice they roll against each other in combat, along with added bonuses for the various unit types. The loser is killed regardless of whether they are the attacker or defender.
  • No ganging up; combat is always 1 on 1
  • Simple movement: Each unit has a Speed stat that determines the number of squares they can move. No diagonals; must move through adjacent squares
  • Unit types: Soldiers (basic troops), Archers (not killed by failing swordplay at range, penalized in melee), Pikemen (bonus against cavalry, penalty against soldiers), Knights (heavy cavalry special to the Prince)
  • The 2 players have a weak palisades to defend themselves with, but the Prince's Soldiers can quickly knock them down if they get in range
  • While the 2 players' goal is to get the crown into their keep, the Prince needs to eradicate both players to win.
  • The chances of the Prince being totally destroyed should be non-existent; the goal is not to defeat him but to get the crown away from the other duke
  • Each faction has some blanket bonuses to their soldiers
  • The Prince: Strong armor, Knights
  • Duke 1: Woodsmen: Archers have extra reach, Soldiers get a bonus against archer attacks
  • Duke 2: Light Infantry: Pikemen aren't penalized against soldiers, Faster troop movement
  • Manageable troop count: 20-25 for small teams, 50-60 for Prince