For my last level, I wanted to use a lot of the bouncy materials since I didn't use much of them in the last two levels.
My easy element was collecting coins on what was basically a giant trampoline with crisscrossing kill boxes. So long as you stayed away from their paths for the most part, you would easily make it through.
Unlike my other levels, there was no checkpoint in between my easy and intermediate element for Level 03. The intermediate element was the bouncy ramp blocks with coins in between them. Because they are angled and offset, you had to move the player in just the right spot to collect the coins. This was also a good opportunity to take advantage of the camera controller so you could look down and see where you were bouncing.
The challenging element of this level is a real pain. There are three paths with kill boxes moving along them on top and coins on each path. The first is extremely fast, the last one is medium speed and the middle one is a bit on the slow side. The paths are extremely long and you need all the coins on them in order to beat the level.
The finale element once again involves wall climbing up to a high point on a pillar. The player must jump to two tiny floating blocks and over to the giant coin at the end in order to win.
I wanted to include the Mini_Game in this post as well because there's not much to say about it. I put in a giant win text and changed the ball to the player from my game. It's basically just a tribute to the original Roll-A-Ball.
Andrew's GDD200 Blog
Sunday, May 11, 2014
Roll-A-Ball: Happy Ball Post 3 Level 02
In Level 02, things started getting frustrating pretty quickly (for the player that is). The easy-peasey-lemon-squeezey elements of the first level were quickly forgotten.
The easy element for this level was the wall cilmb and jump. The player had to go in between two walls and move foward while rolling both up and down the sides of two walls to collect coins. If your timing isn't right, you'll end up either falling or flying.
The intermediate element for Level 02 doesn't seem that intimidating after completing the first element, but looks can be deceiving. The floating kill boxes hovering over the slow moving floating paths make it extremely difficult to stay on the paths. It would be easier if the ball would just stay still when you landed, but this is a Roll-A-Ball, not a Stay-Put-Ball after all!
The challenging element once again involves floating kill boxes, except this time, they're bigger and faster. The first 3 kill boxes have spaces in between them where you can rest before heading to the next space, but the last three are right next to each other and you have to be fast to get the coin. One of the ways to increase your speed is to build up your inertia by jumping and moving toward the kill boxes. When you respawn, your momentum is conserved and you start hurdling forward at the speed you died at.
The finale was one big bounce to get the giant coin by taking an elevator up high. This was to foreshadow the bouncy parts of Level 03.
The easy element for this level was the wall cilmb and jump. The player had to go in between two walls and move foward while rolling both up and down the sides of two walls to collect coins. If your timing isn't right, you'll end up either falling or flying.
The intermediate element for Level 02 doesn't seem that intimidating after completing the first element, but looks can be deceiving. The floating kill boxes hovering over the slow moving floating paths make it extremely difficult to stay on the paths. It would be easier if the ball would just stay still when you landed, but this is a Roll-A-Ball, not a Stay-Put-Ball after all!
The challenging element once again involves floating kill boxes, except this time, they're bigger and faster. The first 3 kill boxes have spaces in between them where you can rest before heading to the next space, but the last three are right next to each other and you have to be fast to get the coin. One of the ways to increase your speed is to build up your inertia by jumping and moving toward the kill boxes. When you respawn, your momentum is conserved and you start hurdling forward at the speed you died at.
The finale was one big bounce to get the giant coin by taking an elevator up high. This was to foreshadow the bouncy parts of Level 03.
Roll-A-Ball: Happy Ball Post 2 Level 01
For Level 01, I decided to make it a bit of a tutorial level so that way the player would understand the basics of the game. I have 2 signs that explain both the objective and controls when the player spawns, and other signs along this level that explain the function of certain game elements (Checkpoints, Wall Climbing, Kill Boxes, and Bounce Blocks). The way I tried to design my levels was with one easy element, one intermediate element, one challenging element and a finale element.
The easy element for the tutorial was simply learning the controls and testing them out. Pretty basic for a tutorial level.
The intermediate element was obtaining a coin over a kill box by jumping over it using a bounce block. The player has to keep bouncing on the bounce block until they have reached a high enough height to obtain the coin.
The challenging element was my moving platform, where the player had to jump to reach some of the coins while staying with and rolling with the platform.
My finale element was wall climb and ramp. I thought it would be a cool surprise for the player to find out they could climb up walls!
The easy element for the tutorial was simply learning the controls and testing them out. Pretty basic for a tutorial level.
The intermediate element was obtaining a coin over a kill box by jumping over it using a bounce block. The player has to keep bouncing on the bounce block until they have reached a high enough height to obtain the coin.
The challenging element was my moving platform, where the player had to jump to reach some of the coins while staying with and rolling with the platform.
My finale element was wall climb and ramp. I thought it would be a cool surprise for the player to find out they could climb up walls!
Roll-A-Ball: Happy Ball Post 1 Introduction
For my game, I decided to do a Roll-A-Ball variant because I enjoyed creating the game back in the first half of the semester. The Roll-A-Ball tutorials really helped me understand what I was writing in the script, where as in the 2D-RPG I was just copying and pasting things.
All the textures I got from CG textures and I edited the one I used for the bounce and kill box textures. The ball texture I made myself in pixlr and the coin prop was from my 202 project.
I did a lot of research on different scripts when I was building this game and I feel a lot more comfortable with coding. I was so happy when I would find a script online, alter it, and it would work when I used it!
I created a respawn script, a moving platform script, a checkpoint script, a kill-box script and even added in an extra camera script.
All the textures I got from CG textures and I edited the one I used for the bounce and kill box textures. The ball texture I made myself in pixlr and the coin prop was from my 202 project.
My game consists of 4 levels (The last level being the winning level, an Easter Egg of my original Roll-A-Ball game).
The controls are as follows (And are also in the first level):
W = Forward
A = Left
S = Back
D = Right
E = Next Level
Q = Previous Level
R = Restart Level
F = Reset Camera
Space = Jump
Left Click (Hold) and move Mouse = Rotate Camera
Here is the link to my game:
http://www.kongregate.com/games/aad7615/happy-ball
In the next few blog posts I will show off my Levels.
Thursday, March 6, 2014
2D RPG Week 6 Final Product
For the final product I added in the Brown Town which is below the original town scene to lead up to the bat boss. I also made a new sword and magic texture to use, along with an end room and a few funny texts for when the player dies and for the town people you talk to. The Game Sequence is as follows.
1. Fight through original monster area
2. Beat the stone boss and get the key
3. Fight through the water area
4. Beat the blob boss and get the key
5. Fight through Brown Town
6. Defeat Bat Boss and get the key
6. Defeat Bat Boss and get the key
7. Celebrate with Townspeople
8. Go into house and win!
8. Go into house and win!
2D RPG Week 5 Progress
This week I finished the boss rooms, here they are:
For the Water Blob Boss, I added in the blob baby script to spawn multiple blobs after every attack.
Finally, the hell bat boss I gave a massive health boost too, I had bats scattered around the area so that the player will constantly be occupied and under attack and provide the player with hearts if needed.
For the stone boss, the unique element I had with him was the stone monsters surrounding the area, this was so that the player couldn't try and hide in a corner without triggering a monster helper to attack.
For the Water Blob Boss, I added in the blob baby script to spawn multiple blobs after every attack.
Finally, the hell bat boss I gave a massive health boost too, I had bats scattered around the area so that the player will constantly be occupied and under attack and provide the player with hearts if needed.
2D RPG Week 4 Progress
Here is the new monster area I added and my final roll-a-ball:
I spent a lot of work designing to prefabs for the water, pier pieces, sand, island, and palm trees. I also tweaked the textures for the blob and stone monster to make them a water blob and sand monster. I have the door at the bottom lead to the island and the door at the left edge of the level I left open for a boss area. The monsters in this area are also stronger than those in the first monster area.
After I finished the roll-a-ball I took a screen shot of me playing the game and of the ending word text.
My game plan for the next few weeks is as follows:
As I said before, I'm aiming to make a three boss game. Each area will have enemies with textures and health unique to that area. I want each boss to have a unique element to it's level, but I haven't decided what I what those elements to be. Obviously, seeing as there are three different monsters, each one will be a different boss. The bosses will all drop keys which will be used to unlock doors in the brown town area and for the final boss.
I also want to change the weapons around a little bit. Right now I'm not happy with the wand and the sword because I feel like they're not really beneficial to the player. I want to adjust them so that way they have larger colliers and can be more efficient at hitting enemies. I also want to make the wand the strongest weapon, so I want to jack up it's price by the black smith. This will make it more difficult to obtain.
The last thing I want to have in the final product is some sort of end. I don't want to player to feel like they killed the final boss and that's that, so I want to create either a room or area in which the player will go that will let them know that they beat the game and some how reward them for what they have done. I'm hoping to maybe design a very simple victory room or something.
After I finished the roll-a-ball I took a screen shot of me playing the game and of the ending word text.
My game plan for the next few weeks is as follows:
As I said before, I'm aiming to make a three boss game. Each area will have enemies with textures and health unique to that area. I want each boss to have a unique element to it's level, but I haven't decided what I what those elements to be. Obviously, seeing as there are three different monsters, each one will be a different boss. The bosses will all drop keys which will be used to unlock doors in the brown town area and for the final boss.
I also want to change the weapons around a little bit. Right now I'm not happy with the wand and the sword because I feel like they're not really beneficial to the player. I want to adjust them so that way they have larger colliers and can be more efficient at hitting enemies. I also want to make the wand the strongest weapon, so I want to jack up it's price by the black smith. This will make it more difficult to obtain.
The last thing I want to have in the final product is some sort of end. I don't want to player to feel like they killed the final boss and that's that, so I want to create either a room or area in which the player will go that will let them know that they beat the game and some how reward them for what they have done. I'm hoping to maybe design a very simple victory room or something.
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