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Showing posts from January, 2015

Level Design Idea for Platform Game Assignment

Thinking about my level design, I was inspired by Mario,Kirby and Sonic games. Having grown up with Nintendos Super Mario Brothers games, I wanted to keep my level simple as well as  entertaining. As I recalled playing levels from previous games, I  started to add enemies/ monsters to my level that would pose obstacles for the players, to learn controls. In my level, the player has set amount of time to move (currently I am thinking about approx 30- 45 seconds) to explore the controls. After the player covers a certain distance  the screen will start scrolling towards the left of the level, motivating the player to  jump over suspended platforms, collecting coins, defeating enemies or avoiding them (up to the player) , using portals and other game mechanics.  The screen scroller will adjust its speed over time to to pose a challenge to the player playing the game as he/ she start feeling comfortable with level, thus keeping the player on their to...

Kirby's Dreamland - Tutorial level Analysis

Platform Game Analysis Kirby's Dreamland For my platform tutorial analysis, I had chosen Kirby's Dreamland. A game boy edition and the very kirby first game was directed by Masahiro Sakurai. As I started playing the game, the very first difference I noticed, was that, the game would start, by using the start button. Which made me realize that, this was a one person game. as the level loads up, the first observations is the main character and the player can  experiment with the controls. Up button - Fly Down button -  to duck Left button -  to move left Right button - to move right   A button -  to short jump B button - to to suck in the enemies  Using these options, the player can use any combination  defeat on coming enemies. The level increases in difficulties  as a player progresses, therefore the learning curve for the game gets steeper with progression of the level. The pacing of the games c...