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Showing posts from November, 2017

GDC Stuff

http://www.gdcvault.com/play/1024409/Creating-the-Art-of-ABZU Use shaders to cut down on lag Iterate on artwork over time. Don't be afraid to change assets and improve them over time Focus on simplicity Take references from real life Put yourself in new place and situations. Explore! http://www.gdcvault.com/play/1023965/Building-Beauclair-Capital-City-in Consider graphics budget Have assets split into sections so you can mix and match them together http://www.gdcvault.com/play/1024279/-Owlboy-The-Motivational-Power Finding games you like and dissecting the mechanics and art from them. Get relevant references to use. Get a lot of references before deciding on a art style to figure out what you want from the game Decide what you want from the game and the primary focus Iterate! Take your design and scale it down then scale it back up.
https://docs.google.com/presentation/d/1O7Gr3YYoptu_yKHor6cFZWnl08h7fsoXD1iUBp_aWrw/edit?usp=sharing

City Hex builder elaboration

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Other games that have share the concept idea: City Clickers https://eigen.itch.io/city-clickers Description: This game is primarily a puzzle game with a Cookie clicker element inside of it. There are various mechanics inside of this game that make it interesting with a focus on creating profit, so you can continue to expand the city. This is achieved through balance with positioning amenities in spots where they are most effective and serve the most number of people. This is very difficult balance and therefore this game becomes more of a puzzle game than a builder. Core Mechanics: The core mechanic for this game is the Clicking function where the user must click a button to pass days and to create objects. The other mechanic is the puzzle aspects where each building requires a different amenities around it to function such as wanting to have a neighbour but not wanting to have three as it becomes crowded and this decreases happiness and will mean that you cannot charg...
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Creation Process

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CupHead Learning

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Things to be learnt from Cuphead One: The Controls for the game need to be fluid and the controls have to work together and be able to be picked up easily. The more Advanced controls can be slightly harder to figure out giving a level of complexity to the game, however making these controls too difficult means that you attract a different player-base. Two: The graphics of the game need to compliment the game-play such as using realism in a game like Cuphead would kill the atmosphere of the game. So I need to pick a idea that works with the graphics I want to create, this along with the story that the atmosphere needs to fit into this with a comic theme with a comedy styled game. Three: The base Idea for the game needs to be simple and easy to grasp, such as go left to finish level in Cuphead. Endless/Single Level Games

Cuphead Writeup

Action What the player does to interact with the game. ·          Jump The player uses the A button to jump. ·          Parry, The player jumps in mid-air on an object ·          Shoot. The user can shoot using the Right trigger. They can only shot in one of 8 directions. ·          Crouch, They player can crouch by holding down the joystick ·          Move, The player can move left and right using a joystick ·          Aim, The player can aim on one of 8 directions using the other joystick ·          Dash, the player can dash in mid-air using the triangle button ·          Special move, uses the B button Rules Things you can and cannot do, they vary...