I would like to make a tutorial level for a platforming game that involves playing as a piece of sushi. The conflict of the game would involve the sushi's struggle to escape the sushi bar before he can get eaten by the hungry customers. The twist is that the other food on the sushi bar is getting in the way of the sushi's escape. The location would be on the sushi bar and tables in a Japanese restaurant. The time of year is early spring. The time of day is in the morning right before the lunch hour is about to start. Other pieces of sushi live in this environment, but they have no desire to escape the restaurant and act as obstacles to the player. The overall architecture of the level would consist of plates, bowls, and chopsticks on the surface of a table, and this would all reside in a fairly traditional looking sushi restaurant. Prior to the sushi arriving to his plate on the sushi bar, the table was cleaned and then stacked with plates and bowls of food to serve the restaurant's customers. The piece of sushi was prepared by a master chef and placed on a platter for the customers, but what this chef didn't expect was that this little piece of sushi had no plans of getting eaten.
Here is my idea for the level layout.
The level would start with fairly simple jumps that slowly increase in difficulty. Eventually you reach the first obstacle, which is a giant bowl of hot miso soup. The jump over the soup is made easier by a piece of tofu floating in the soup that you can jump on to. You will have to act quickly though, because the tofu starts to sink into the soup as you're standing on it. Eventually, you come across a piece of bouncy tofu, which acts like a trampoline and allows the player to jump onto a tall stack of plates. After that, you get to a slightly harder miso soup obstacle where you must jump across multiple pieces of floating tofu without sinking into the soup. After rolling down a spoon, the player is met with two bouncy tofu pieces. In this part, the player learns that jumping on the tofu from a higher distance creates a larger bounce. By bouncing along these pieces of tofu, the player will be able to land on top of the tallest stack of plates in the level and finally finish the level.
Tuesday, August 26, 2014
Thursday, August 21, 2014
VVVVVV Tutorial Level Analysis
VVVVVV is a platforming game designed by Terry Cavanagh. The core mechanic of this game involves reversing gravity in the level to maneuver past obstacles. There is no jumping, the player can only move to the left or right and reverse gravity. The first level in the game introduces the mechanic and very quickly builds in complexity as the obstacles become more difficult. Here's an image of the level layout:
In the first section, there aren't any obstacles at all, and there is clearly only one direction for the player to go. This section allows the player to learn movement. The next section presents a pit of spikes. The game offers a brief reminder message about which buttons the player can press to reverse gravity. In this way, the player is fairly easily introduced to the gravity reversal mechanic.
Next, the player reaches the first checkpoint. Here the player has no choice, but to go up, essentially taking a blind leap through the next few sections. In this case, there are no obstacles that the player is in danger of hitting at the top. In this way, the player learns that he or she will need to travel between screens without knowing what lies ahead.
Next the player reaches a set of moving obstacles. They require the same skills to get past as the spikes while also adding a new element of timing. The next few sections are variations in the spike traps and moving obstacles, which helps the player to continue practicing. When the player reaches Gantry and Dolly, vanishing and moving platforms are combined with the spikes. This is the first point where the player needs to be conscious of static and dynamic obstacles.
Later on in Boo! Think Fast! and Driller, the player needs to take a leap of faith similar to the beginning, but this time there are obstacles along the way that the player must deal with, such as disappearing platforms and spikes.
Here's a video of the obstacles that the player must face through these new leaps of faith:
This is another example of how the tutorial builds in complexity based on what was previously introduced. After going through a few more sections with moving obstacles and spikes, the player reaches the teleporter that marks the end of the level.
A lot of different elements are introduced in the first level of VVVVVV. They are introduced in a sequence that allows the player to readily interact with them without becoming overwhelmed too quickly while also becoming increasingly complex over a short time, providing a lot of challenge for the player. Aside from the order in which things are presented, I also think that the checkpoints are very useful sources of positive feedback that help in leading the player through the level. Quite often, a new checkpoint is within view of the player, which helps provide a clear idea of where he or she needs to go. It's also a very positive experience to reach a new checkpoint, which provides a feeling of accomplishment and relief after clearing the previous obstacles.
In the first section, there aren't any obstacles at all, and there is clearly only one direction for the player to go. This section allows the player to learn movement. The next section presents a pit of spikes. The game offers a brief reminder message about which buttons the player can press to reverse gravity. In this way, the player is fairly easily introduced to the gravity reversal mechanic.
The player takes a leap of faith |
The leap of faith has a safe landing |
Later on in Boo! Think Fast! and Driller, the player needs to take a leap of faith similar to the beginning, but this time there are obstacles along the way that the player must deal with, such as disappearing platforms and spikes.
Here's a video of the obstacles that the player must face through these new leaps of faith:
This is another example of how the tutorial builds in complexity based on what was previously introduced. After going through a few more sections with moving obstacles and spikes, the player reaches the teleporter that marks the end of the level.
A lot of different elements are introduced in the first level of VVVVVV. They are introduced in a sequence that allows the player to readily interact with them without becoming overwhelmed too quickly while also becoming increasingly complex over a short time, providing a lot of challenge for the player. Aside from the order in which things are presented, I also think that the checkpoints are very useful sources of positive feedback that help in leading the player through the level. Quite often, a new checkpoint is within view of the player, which helps provide a clear idea of where he or she needs to go. It's also a very positive experience to reach a new checkpoint, which provides a feeling of accomplishment and relief after clearing the previous obstacles.
The checkpoint clearly indicates that the player needs to find a way past the spikes in the middle |
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