Flash – Case 6
Some more information on the game design.
Time for case 6 and some reflections of what I’ve done this far. I’ll redo the way I’m setting up these posts from now, so the new way of structure should at least contain Reflection, Difficulties, and Result.
Case 6: In this case you’re going to work further with the design of the environment and the enemies for your game. You should also rethink your game-design and the idea behind your game, reflect about your experience. Do you have the skills to make your concept come true, if not, what do you need to learn more about? You should also blog about the history for your game, elaborate the game-design, describe the interactivity, and “sell the concept to curious future players”.
Reflections: I feel the game-design for my game is pretty much complete, so as of right now I am not going to change it much at all. I think the idea behind the game itself is good on it’s own as well, I haven’t seen many examples of games alike the one I want to create, so I feel it’s innovative. My experience when it comes to fulfilling the concept in the aspect I want it to be like, is somewhat more diffuse – I feel I have a basic understanding of Flash, but I am yet experienced enough to create a lot of code purely on my own – as well as including different features that there’s no examples of from before.
Difficulties: For my concept I know that I’ll need to learn about random events, timers, artificial intelligence (for the enemies), and specific spawnpoints (I suspect this is basically coordinates).
Result: Click this link. It’s not at all done, basically a quick sketch of the environment (Grass, yay!), and a introduction (paste-in) of the three possible enemies.
The Rock, Paper, Scissor Game
Gamestory: It’s about the Hand. The Hand has to find his way “home” (to the end of the level), to find its way home it will have to defeat huge hordes of boulding rocks, razersharp papers, and angry scissors.
Game-design: Based on the popular “rock, paper, scissor” game where two human opponents first count to three by saying “rock, paper, scissor”, and then choose to use either “scissor” (beats “paper”), “paper” (beats “rock”), or “rock” (beats “scissor”) – the winner is decided from what the two human players picks.
I want to implement this kind of random and unforseen feeling in the game I am making, and hopefully I will be able to do that as well. I don’t want the player (PC – Player Character) to see the enemies (NPC – Non Player Character) before being right in front of (2-3 seconds) the enemy. I also want the NPC to “pop up” at selected spawnpoints along the level-design. The NPC should also be randomly selected out of three possible outcomes, either it’s a rock, a scissor, or a paper. The PC then have to use the right attack to defeat the NPC (Rock beats Scissor, for example).
Level Design: I want the level design to have a simple and minimalistic look, think in the ways of how Super Mario was done back in the day. I’ve decided that I want a simple and minimal level design mostly because I am drawing everything in pixels, dots by dots of colored pixels adding up to a final level in the end. Having something very detailed means a lot of work, in terms of adjusting pixels here and there. That’s hard for me to go through with as a student with both limited time on each project, and a lot of projects to do.
Interactivity: The PC can move to the left (A or Left Arrow), to the right (D or Right Arrow), and jump (W or Up Arrow (along with either A or Left Arrow, or D or Right Arrow to move in the air)). The PC can also attack, either as a scissor (H), paper (J), or rock (K).
Why you should play: Feeling lucky? Any new and experience-hungry player can join in on the fun he or she will get from The Rock, Paper, Scissor Game by simply:
- Being lucky in battles (RNG is always fun)
- Defeating horrendrous amounts of enemies (perhaps 5 in total, that’s really massive)
- Beating the tough (non-existant) high-scores
- Cutting, stoning (as in throwing/mashing rocks on people, not like smoking pot), and papercutting evil pixels to their inevitable death
I clearly have a really solid concept going on here! Perhaps not, but I hope I’ll make through with the concept and finalize the game. Which, of course, will be free to play for anyone who wants to give it a go. :)
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You’re currently reading “Flash – Case 6,” an entry on Skarh
- Published:
- October 19, 2009 / 1:14 pm
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