So far, I've tried experimenting with creating the wing suit and ball rolling mechanic ideas from my previous post.
Here are two videos of the mechanics:
For the ball rolling, I think the goal could potentially be to roll all of the balls to the center box on the opposite side while avoiding all of the holes.
For the wing suit idea, I'm thinking it could involve flying down a very steep mountain and avoiding all of the rocks and trees that show up in your path.
Friday, September 26, 2014
Thursday, September 25, 2014
Game Mechanic Ideas
Here's a few game mechanic ideas that I have for my next project.
1. Building structures out of different pieces, much like building blocks or Lincoln logs.
2. Driving a motor boat from a top down perspective that physically interacts with the waves of the water.
3. Flying through the air in a wing suit and trying to make a safe landing.
4.Trying to reach the end of procedurally generated hedge mazes.
5. Putting puzzle blocks together to make a solid geometric form, like a soma cube.

6.A piano key board that one would walk across to make different arrangements of notes.
7.Tilting a box to roll a ball inside past obstacles.
8.Balancing a stack of rocks that increases in height over time.
9.Controlling the wind to guide hot air balloons past obstacles.

10.Various hibachi chef activities, such as cutting food, starting fires, and juggling kitchen tools.

11.Sculpting forms into a block of marble. Maybe you would need to sculpt shapes that would fit into corresponding crevices.
12.Arranging words in a crossword puzzle that line up in 3 dimensions.
1. Building structures out of different pieces, much like building blocks or Lincoln logs.
2. Driving a motor boat from a top down perspective that physically interacts with the waves of the water.
3. Flying through the air in a wing suit and trying to make a safe landing.
4.Trying to reach the end of procedurally generated hedge mazes.
5. Putting puzzle blocks together to make a solid geometric form, like a soma cube.
6.A piano key board that one would walk across to make different arrangements of notes.
7.Tilting a box to roll a ball inside past obstacles.
8.Balancing a stack of rocks that increases in height over time.
9.Controlling the wind to guide hot air balloons past obstacles.
10.Various hibachi chef activities, such as cutting food, starting fires, and juggling kitchen tools.

11.Sculpting forms into a block of marble. Maybe you would need to sculpt shapes that would fit into corresponding crevices.
12.Arranging words in a crossword puzzle that line up in 3 dimensions.
Friday, September 12, 2014
Multiplayer Level Idea
I would like to make a multiplayer level that takes place on the rooftop of a skyscraper. Here's my idea for the layout:
I'm basing this idea is partially inspired from this rooftop pool in Singapore:
I imagine that the time period for this environment would be somewhere in the near future during springtime in the morning. This building would be a luxury resort hotel that wealthy people stay at. The architecture would be very modern and clean, kind of like this:
The vegetation would include palm trees in planter boxes by the pool, as well as a rooftop garden.
I'm thinking that the story for the building could be that it's currently under renovation, which would explain why some of the guard rails along the precarious edges would be missing.
I'm basing this idea is partially inspired from this rooftop pool in Singapore:
I imagine that the time period for this environment would be somewhere in the near future during springtime in the morning. This building would be a luxury resort hotel that wealthy people stay at. The architecture would be very modern and clean, kind of like this:
The vegetation would include palm trees in planter boxes by the pool, as well as a rooftop garden.
I'm thinking that the story for the building could be that it's currently under renovation, which would explain why some of the guard rails along the precarious edges would be missing.
Tuesday, September 9, 2014
Team Fortress 2 Level Analysis
Team Fortress 2 is a class-based, team-based online shooter. The game is centered around the competition between two opposing teams, red and blu. Players from either team choose to play as one of nine classes. Each class plays a different role in the game and players must use the strengths of their chosen class to benefit the team. Some classes play an offensive role, such as the Scout, Soldier and Pyro. Meanwhile, the Demoman, Heavy and Engineer play more defensive roles. The Medic, Sniper and Spy serve a support role to the other classes and help in tipping the balance of the encounters during the match. In this way, Team Fortress 2 is a game that values collaboration with team mates more than individual skill. There are a variety of game modes in Team Fortress 2, including arena, control point, king of the hill, payload, payload race, territorial control, and capture the flag.
For my analysis, I played a capture the flag map called ctf_turbine. The setting for this map isn't incredibly distinct, but it's essentially some form of secret spy building with a large generator room in the center taking place at some time during the 1960's. The level is visually very simple, with signs and arrows scattered about to guide the player and a very minimal amount of props, such as old fashioned computers, fire extinguishers, and alarms to give a sense of what the space is. The color scheme of either side of the map matches the corresponding team color with the central area taking on a neutral color palette. The lighting is rather high key, giving the level a fairly light-hearted mood, which goes pretty well with all of the crazy cartoon violence in the game.
Here's a diagram of the layout of the map:
The object of the capture the flag game mode is to reach the opposing side of the level and capture the opposing team's intelligence and return it to your team's side. Due to the way this game mode works, all of the players end up passing through the large generator room in the center, making it one of the primary areas where the fighting occurs. This generator room features some turbines in the center, as well as two large shipping containers. These objects serve as cover for the players, and the shipping containers also act as a platform that certain classes can jump on to and take advantage of the higher ground. On either side of the room, there are also walkways that can serve as good vantage points for snipers. The walkways are very exposed though, so you need to be careful of staying up there for too long. The walkways also have a small covered area in the center that players can use as cover. One more thing about the walkways is that they are just high enough to give the player a little bit of falling damage if they jump off the side, which forces the player to decide if they want to jump off and take damage, or run to the stairs instead. The generator room also has a small room on either side that contains a health pack. These rooms are another good source of cover.
Another important area in the map is the room where the intelligence is stored.
There are a couple of aspects to the room that help to make it challenging to enter. For one thing, the primary entrance to the room consists of two circular doors. These doors are placed in such a way to make it very hard to see what's on the other side, which allows the opposing team to have an easier time defending. Usually engineers will place sentry turrets behind the wall that the player typically wont see until they enter the room and immediately become a target for the sentry.
The other entrance is through a stair case. Again the way the staircase is angled makes it difficult to see the entire room when you are about to enter it. The third entrance to this room is through a ventilation shaft. While the ventilation shaft offers opportunities for surprise attacks, it also puts players in a very vulnerable position after jumping through.
Here's a short video where I was healing a Heavy and we jumped through the vent to go after the intelligence.
Another important area in the map is the hallway leading up to the intelligence room. One very unique aspect about this section is that there is a small un-enterable room with glass windows. These windows give players a glimpse of what's going on beyond the corner in the hallway and is useful for both defenders and attackers.
The hallway also features a raised platform section that players of certain classes can reach to get a height advantage. This tends to be another area where engineers will place sentries, but it's much more difficult to build them in this area due to the exposure.
So overall, ctf_turbine has quite a few interesting design aspects that helps to create many fun confrontations for the two teams. The varying heights in the space offer unique opportunities for certain classes, the different approaches to the intelligence room allow for players to form different strategies, and the changes in visibility offered in the level makes capturing the intelligence more challenging and, as a result, more rewarding.
For my analysis, I played a capture the flag map called ctf_turbine. The setting for this map isn't incredibly distinct, but it's essentially some form of secret spy building with a large generator room in the center taking place at some time during the 1960's. The level is visually very simple, with signs and arrows scattered about to guide the player and a very minimal amount of props, such as old fashioned computers, fire extinguishers, and alarms to give a sense of what the space is. The color scheme of either side of the map matches the corresponding team color with the central area taking on a neutral color palette. The lighting is rather high key, giving the level a fairly light-hearted mood, which goes pretty well with all of the crazy cartoon violence in the game.
Here's a diagram of the layout of the map:
The object of the capture the flag game mode is to reach the opposing side of the level and capture the opposing team's intelligence and return it to your team's side. Due to the way this game mode works, all of the players end up passing through the large generator room in the center, making it one of the primary areas where the fighting occurs. This generator room features some turbines in the center, as well as two large shipping containers. These objects serve as cover for the players, and the shipping containers also act as a platform that certain classes can jump on to and take advantage of the higher ground. On either side of the room, there are also walkways that can serve as good vantage points for snipers. The walkways are very exposed though, so you need to be careful of staying up there for too long. The walkways also have a small covered area in the center that players can use as cover. One more thing about the walkways is that they are just high enough to give the player a little bit of falling damage if they jump off the side, which forces the player to decide if they want to jump off and take damage, or run to the stairs instead. The generator room also has a small room on either side that contains a health pack. These rooms are another good source of cover.
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| The generator room is where both teams meet as they advance to the opposing side. |
Another important area in the map is the room where the intelligence is stored.
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| This is the intelligence room. The intelligence floats over a large pad and is marked by an arrow on the wall. |
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| These doorways only allow a small glimpse into the room |
The other entrance is through a stair case. Again the way the staircase is angled makes it difficult to see the entire room when you are about to enter it. The third entrance to this room is through a ventilation shaft. While the ventilation shaft offers opportunities for surprise attacks, it also puts players in a very vulnerable position after jumping through.
![]() | ||
| This is the vent entrance. The little legs poking out are from an enemy scout that tried to steal the intelligence. |
Another important area in the map is the hallway leading up to the intelligence room. One very unique aspect about this section is that there is a small un-enterable room with glass windows. These windows give players a glimpse of what's going on beyond the corner in the hallway and is useful for both defenders and attackers.
![]() | |
| I can see where the enemy is by looking through these windows |
So overall, ctf_turbine has quite a few interesting design aspects that helps to create many fun confrontations for the two teams. The varying heights in the space offer unique opportunities for certain classes, the different approaches to the intelligence room allow for players to form different strategies, and the changes in visibility offered in the level makes capturing the intelligence more challenging and, as a result, more rewarding.
Tuesday, August 26, 2014
Platforming Tutorial Level Idea
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.
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.
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.
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| The player takes a leap of faith |
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| 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.
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| The checkpoint clearly indicates that the player needs to find a way past the spikes in the middle |
Thursday, May 8, 2014
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