Glitch Feed


Scrap Paper Game Design by +peter
August 29, 2006, 9:22 pm
Filed under: Game design, Glitch Feed Game Development, Mods, Opinions

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At work, some of my best thinking is bleed onto shitty scrap paper.

The situation was that I had to be at the restaurant at 7 AM to serve some large party their breakfast. Afterwards I was to wait 4 freaking hours for lunch to come around so I could serve that to them as well.

Had I known I was to risk my life to mind numbing boredom, I would have brought something to do, like Mad Libs. Alas, I was unable to paint my world with colorful adjectives that involve bowel movements, so I sought alterna-forms of entertainment, like writing.

Odd part was I actually had to argue with my boss in order gain access to some unlined, shitty paper pad. Her question to me was, “Why?”

How do you explain that? For fucks sake, uhhh, because I want to roll a straw and snort coke up it.

Continued post jump>>

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So I have made tangible what I believe to be an elementary approach to basic game design. The application of this is for our current “sand box” project which is merely a testing ground for coding and gameplay elements which will be soon implemented into an actual game/mod.

The progression is based around a system that introduces the player to basic skills that need to be learned in order to progress. The needed skills I have outlined are based around our 2D gaming model which has a strong emphasize on platforming. At least, that is the basic part and the cycle will be recycled as more advanced concepts are later introduced.

Keep in mind that this is just theory, that physical application of this method may prove to be very different. I have not even touched upon a rewards system for successfully completing a problem, or what type of penalties should be used in the case of failure.

Please, let me know what you think? What did I get wrong or right? Would you add anything? Would you reorder anything?

*keep in mind, I did this wrote this on scrap paper, so my thoughts might be a bit disconnected (more so than usual) and my grammar might suck poops.

Gameplay Progression : Basic Skills

1. Simple Jumping Skills _ introduce player to basic physics and movement. Challenge with longer and strategic jumps that appear more difficult than they actually are.

2. Basic Moving Platforms _ introduce players to movers and elevators. Certain platforms can aid the player while others can provide a challenge to the players progression. The idea is to introduce the player to calculating a jump from/to a non static platform. May also introduce player to basic trigger system where a platform begins moving once a player touches it.

3. Teleports, Physics Volumes, Simple Manual Triggers and Exploration _ Introduce players to teleports (doorways? for alternate routes) and volumes that can exert influence on a player. Manual triggers can be used to activate teleports, door ways and animate scenery. The possibility of multiple paths and exploration can also be introduced in a very straight forward fashion to minimize confusion and the player feeling overwhelmed.
*all the elements of category three could also be spread out over the level to help break up gameplay, except for the introduction to exploration, which should be introduced at the proper time.

4. Advanced Platforming _ more difficult jumps and complicated moving platforms. Player builds upon their platforming skills with a section designed to be more difficult than before. Jumps are further and landing platforms are smaller. Triggerable platforms move in very nonhelpful directions. Some basic puzzle solving can be used involving triggers and moving objects/platforms.

5. Basic Skills Test _ combine all basic skills into a single testing area, include fairly easy puzzle solving and a couple alternate routes for basic exploration.

6. Boss Battle _ after a break in the action (long hallway/ncredibly simple platforming/ cut-scene post Basic Skills Test) the player enters a new zone that combines all of the basic skills into an intense final test.
Level Boss is less a single enemy and more a giant puzzle/machine. The player falls/enters the giant machine and must somehow manipulate and navigate/explore it in order to achieve some goal. Goal should be introduced at the start of the scene. Machine should have a theme, personality and look to it to aid in separating it from the rest of the level. Players should be able to sense that they have reached the crescendo.
No new skills should be introduced. Existing skills are utilized in a much more intense fashion. Combinations of skills can be used, requiring the player to problem solve using what they know in knew ways.

– Peter is Poopy

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