The Original 2d platformer sonic game online. Why was it good because it was new it had revolutionary mechanics like speed and that was its biggest selling point. You go through the levels at high speeds and you had to pay attention to whats going on as well as when to stop. The boss fighter and graphics were something that was new at the time some every one hoped on the train. Sonic had a very good level design with puzzles, enemies as well as scenery that would change every time you completed a level similar to old Mario games that changed when you completed a world. A lot of games copied each other on mechanics and style of game adding a few mechanics but the core gameplay was the same
Where the game separated them selfs from other games is the main design protagonist who had a very well designed design with appropriate blue tone to give the right visual tone for this type of game, is sprite made in this game is high quality. Also, the bright colours attracted children and made the game more pleasant to look at. The game has 6 scenarios of which each one is different to the other, demonstrating the variety of design and drawing that I liked so much in this game.
Super street fighter exp on play station 1 was another one of my favourite retro games as it was an easy game but hard to master fighting to become better and beat your friends was one of the best things about this game at least for me as well as remembering fighting combos and mechanics. The abilities were crazy and revolutionary at the time which made the game even better for me because I was in the age period where superheroes were popular. Plus the arcade game of the comfort of your home. The game had different scenery ranging from fight clubs to back streets even under bridges making the game more intense and atmospheric. The picture below shows one of them which is a Japanese dojo fight club.
As well as the scenery all the characters where unique having different combos and abilities that needed great knowledge of the game and the character to use, in this game timing and reflexes are key because some abilities needed channelling which would freeze your character for a short while to use a specific abilities however your opponent could interrupt the ability and know you down doing damage to your character. There was also character counter picking which means that some character did better against others but where weaker against different characters. This I think added a huge depth to the game and strategy that only players who were really engaged in the game could understand and be the best like I said earlier easy to play hard to master. Making this game a viable for everyone even those who don’t want to be the best but giving that sense of accomplishment.
The old Zelda games are one of the best games ever made in my opinions for the story, mechanics and graphics for the time as it was the beginnings of games and the general RPG (role-playing games) The game shined with its loot and dialogue which player could sit back and feel the story and engage into the story and the changing scenery of the world making each level feel fresh and different even if its a fantasy world the world resembled the real world. The old Zelda wasn’t a side scroller which was something different for the time. The game did have a lot of puzzles which were a trend back then for most of the games.
However it wasn’t the mechanics of the game that shined the thing that made the game really good was the story, the story was that Zelda the princes broke the trinity into 8 pieces for Link( the protagonist of the games) to find and rescues her from the evil Ganon that kidnapped her shortly after she broke the trinity so Ganon did not get it.
The game makes you go through magical world killing monsters and completing quests to find and recreate the trinity to defeat the main villain. The monsters and bosses where different from each other having the player to learn the attack patterns and weak spots to defeat them and get closer to their goal
Super Mario world a game that came out on the legendary Nintendo console SNES this game was a new entry to the Mario universe. A lot of people hate it because of the level design and weird mechanics which I just think that they are resistant to change. In this entry, you can Ride Yoshi which is the way you move around platforms and jump. I liked this a lot because the levels were new and it made you think differently than other Mario games making it fresh and original in my opinion reviving the platforming genre.
The graphics have vastly improved since the original Mario. The image and sprites are a lot clearer with less pixel making the Mario universe even easier for gamers to get stuck on and enjoy the project that the developer team create. The background graphics make you feel like the game has depth and is more than just 2d sprites. This is enhanced even more by shadows that make an appearance in this game to make the sprites look like the curve.
Another retro game I played a lot when I was younger was Super Mario 64 this game came out on the Nintendo 64 and was the first 3d Mario and it was absolutely amazing ranging from amazing scale, depth and graphics. For the first time Mario wasn’t just a sprite he was a 3d model that the user could really feel the depth and how amazing and huge the world of Mario is. The story was the usual princess gets kidnapped by Balza and you the main protagonist need to save her but before you can do that you need to collect 100 stars scattered around worlds that you enter by jumping into paintings, worlds have star requirements that you need to meet to be able to unlock the world giving the game a huge progression system and sense of accomplishment.
The game did very well with scale making sure you feel very small compared to your enemies and the levels making you fear them and make sure your strategies against them instead of just running into the enemies and dying. The game also features coins that regenerating 1 bar of your health and upon collecting 100 gives you an extra life.
The game also had an underwater level which was my favourite in the whole series because it made you watch your oxygen and explore depths of the ocean and find treasure scattered around the world. As well as being very original because the game tackled a new mechanic which was water diving in a 3d environment creating that atmosphere of the dark and mysterious ocean and how scary it can be.
about the game:
The main protagonist is a crusader who has stumbled across a temple in the middle of the Sahara desert. He was suffering from the affect of the desert sun; as a result, on entering the temple his legs felt weak, causing a coalition with the ground. The combination of heat and the attack from the ground leads the protagonist into a dream state from which he emerges into a dark, unfamiliar forest.
As he explores the forest with his sharp eye, he hears a whisper from a small source of light. This explains to him that he is not where he was. As the crusader gets back to his senses the spirit tells him that he has passed out in the temple of Anubis. To get out of the “trial” he needs to find the 3 legendary weapons: the sword of the wanderer, the bow of deadeye and the shield of the protector. If the protagonist succeeds in doing so, he will be challenged by the Anubis himself. There were a lot of challengers who tried to confront the Anubis. They all failed. Now their souls have been bound to Anubis, serving him. The effect of this changes them to werewolves and crocodiles. After getting to the portal transporting you into the next era you need to defeat the 5 guardians. Going thought the last portal teleports you to The Anubis layer, where you can challenge him and try to defeat him.However these weapons have been scattered across time and collecting them requires to go through 5 different time periods: Primitive, Renaissance, WW 2 , modern time and distant future.
My game will be a 2d mobile device side scroller; Trial Of Anubis. It will have some elements of platform games like Sonic and RPG. The villains evolve as you progress through the game starting with primitive weapons to modern day rifles , to space rifles. However your character evolves too getting laser swords and bows as well as armour sets and skills that you can buy in the shop, with coins you have collected during the game.
As the enemies evolve the background too starting in forests and small villages going to big sci fi cities with massive space ships flying behind the character making the game feel like its progressing through time. The era I’m going to use is the medieval time period which will be the start of the game. I chose this because that’s going to be the tutorial part of the game with the easier part of the game however I will show some of the future times like weapons and some of the armour.
(use of armour upgrade, new weapons the game will also use the combos mechanics (pressing multiple keys for a special move). ( energy will be like a mana bar where you recharge it by collecting items scattered around level) it will trigger a special attack.
Something like steet fighter or tekken but easier. It will be easier because I want the game to be accsesible to alot different age groups. (This only applies to combos I will have different difficulty levels)
The game will start in a dark forest with a blood moon and the main protagonist will be attacked by the ware wolf faction. The on screen tutorial will start telling you about different key binds and mechanics and attacks as well as the upgrade system.
The level that the character is going to start in is going to be a dark forest, with moving plants, torch bugs and birds flying about in the distance. I will try to recreate a forest and the darkness of the night during a blood moon. The enemies will be appearing from right and top side of the screen they will jump and always focus on the main protagonist.
The ghost warrior. The game is focused on a warrior who was stumbled upon a temple in which he met a spirit that put him in a trial. To finish the trial he needs to defeat the bosses. The main protagonist is equipped with a sword and shield to protect himself against the enemies and make deadly strikes with his sword. The character can climb, walk, shield block walk, jump and attack. In my playable demo only one boss will be a viable and he is the alligator king which sits on the throne and does shockwave attacks which can be avoided by jumping, the boss has 3 bars of health, if the boss loses a health he speeds up by 1x making the shockwaves even harder to avoid, creating challenge for users. This is a 3d side scroller that focuses on platforming elements with hack and slash games inspiration.
A player would like to play the game because of its a different take on the genre of side-scrolling which combines hack and slash techniques with the block mechanic, which deflects projectiles and melee attack however it makes you a lot slower and takes away your option to jump.
The art style in my game is simple sharp vector based graphics which represents real-life objects in a minimalistic look with no detail. I choose this because it gives my game a unique look and makes my game more recognisable as well as makes the user look more into the scenery and background to explore the game.
My targeted platform is a mobile flash game that’s also a viable for pc and macs, as its a very simple game and does not require a lot of processing power. This makes my game a viable to a wider range of audience.
This game will be created on the unreal engine using blueprints and html5 programming. Most of my animation is done in illustrator and tested in photoshop as a frame to frame animation which is brought alive with photoshop and gif conversion.
My schedule is to complete the work and assets by the 14 of December and finish the game in early may as a working prototype.
As the character progresses through the stories and defeats the bosses in the game Anubis makes the character travel through different time period going into future every time he defeats a boss. As the time progresses the character and the enemies start wearing and using weapons of those times, putting a progression system in the game which keeps players more entertained. This also ties back to the look and design of the game, as the game progresses the background and everything else starts to be looking more detailed.
The characters are
the warrior- the main protagonist that was challenged by the god Anubis. Tough, strong and cold-blooded, will do anything to achieve this goal as he doesn’t back down on challenges.
The alligator king- the first trail guardian that protects the gate to the renaissance era. Legends and tales say he defeat a whole army by himself with his famous foot stomp, which trembles the ground and devastates anyone who gets in it. However, that was in the past he is now old but don’t underestimate his witness and his physical strength
Music research for game design:
I’m going to use Need for Speed (2015) as an example because I think that this game has realistic sound. The game uses Frostbite Engine creating realistic sounds and environment engaging the player to feel like he is inside the game.
The game has an engaging Soundtrack ranging from peaceful slow audio too intense music when racing creating tension. Here is a link to the songs that were used in the game:
The developers of the game used realistic car sounds in the game to immerse the player. They also realised that sound is the most crucial thing in a racing game. After releasing this the dev team and sound team interacted and worked together all the time synchronizing the sound and the events in the game.
To create the sounds that their target audience and all audience will enjoy and immerse themselves in the work of art. To do this they interact with their costumes carrying out surveys and events which the community can get involved.
The game’s soundtrack has its own created songs to perfectly fit with the current event that’s happening within the game. However, they use a lot of music that already been created and its on top of the charts to attract an audience.
In my game, I’m going to use piano and violin music to give this medieval feel to it as well as create a tense atmosphere with action and vast and loud piano speeding up in tense moments.
evaluating a hud from a game:
The game is need for speed 2015 and it’s the last racing game I played that is photo realistic. The hud in the game fits the game style and theme. The main things that this game does that separate it from other games are the sound and music that this game uses to make the player feel immersed in the game and feel realistic. There are 3 different huds that are used in this game. Permanent, action and pull up. The permanent is the map and speedometer and the nitrous level. The action is the drift and rep multiplayer that comes out whenever the players start doing drifts of tricks. The pull up is what the speedometer displays like kmh or mph. The hud is easily visible. The game also lets you edit the hud and move or disable the hud elements to personal preference. The map tracks the player positions and rotates the angle to the direction u facing, which mean that the curser on the map that represents your position is always facing north and the map rotates to fit this. Another action hud is whenever the player or the music in-game changes it shows the music currently playing as well as tutorials and tips. The hud can be resized.
To create my game I have looked at different games and even animation to make my game look and play better. For example I have taken some bits from the story of zelda about collecting the tri weapons and becoming trailed by a god. I have done this because its a good way of bringing people to play your game because they will feel like they played something similar that was good and they will be willing to try your game out.
I have also taken some of the backgrounds from rayman as i tried to make a forest looking like environment. Looking at these pictures help me with creating some vegetation and help me with the lighting and atmosphere of a forest.
I made these animations using my made characters in illustrator and creating the timeline that shows the movement of the different actions that the character of the object is doing. This is to create a frame by frame animation which I later pasted the vectors into a photoshop file ( which I set up as a web file with the size of 500 x 500 pixels). After inputting the images I created a timeline by clicking the button at the button and creating different time layers, depends on how many I needed. After that, I selected all my layers with the images and resized them if necessary with ctrl+t and changing its scale. Once I make sure everything thing is in the right place and fits I hold shift and make all the layers with the object invisible, this is to deselect all the visible layers on the timeline. I then select number 1 time layer and turn on layer one with the object on it, then I move to time layer number2 and make object layer 2 visible I repeat depending on how many layers the animation has. Then I set the playback to forever and the frame time to 0.1. Once I have done this export it legacy web, which is a gif.
These are some of my animation.
These 3 are different character walking animations. The one I’m going to use is the last one because comparing it to the other to its the most fitting walking cycle as the character looks like he is walking heavily on the ground. I didn’t choose the second one because I think that the shield is going way too far back as well as the feet look like he is sneaking instead of walking. I didn’t choose the first one because the character has almost no movement as well as the shield neither the sword moves making it feel like the accessories the character has been stuck with him.
This is my idle animation which I made my character take off his head and polish it, I thought that this was a good idle animation because it’s different and more original than the character just breathing of going up and down. This animation has some feet and hands disappear however this is not how it looks on the illustrator this was a mistake with the pasting into photoshop. I have repeated the first 4 frames at the end because the character needs to get back to the same position as he was standing.
This is the main boss attack which he puts his foot down and creates a shockwave that becomes smaller the further away the shockwave goes. I have added a shack to the animation to represent the impact of the foot for the dramatic effect. This is a work in progress, I need to change the visual of the animation like making the characters eyes more visible and make the seat look more like a throne to make a better visual representation. I will also make the shockwave more visible and change the colour to more blue/cyan colour.
This animation is where the character uses the block mechanic. The character can also move forward when the character is in a blocking animation This is hard to see on the white background but the character moves his front foot forward and then drags the rest of his body forward and then repeats it.
This animation is the attacking animation which is a work in progress, I am going to change the way his head moves because it moves to much forward. As well as adding a spark to when the sword hits.
This is the enemies attack animation, It will be a little bit slower in the final version. The character puts back his feet and leans into the spear to make the feeling of the power and strength put into the jab and the motion that goes into the attack.
Lader climbing, This is the animation that the character will be used to go up vertical ladders to climb up higher into the mountain in the first level. The animation will be repeated on the ladder but moved on the screen so it looks like the character keeps going up however it’s only going to be one animation repeated.
This is the enemies walking animation. I made the enemies limp to make them feel more goofy which is what I want. I want the enemies to be a little more funnier where the main character is serious to.
My game hud is very simplistic and only has 2 elements to not cluster the screen, I done this because I want the player to look at the environment and focus on combat instead of paying most of their attention to the hud. My hud contains health bar and the coins which enable the player to keep track of the amount they collected as well as be able to see when they will get healed by collecting enough coins.
I made the game start in a dark forest with very dark red sky indicating a blood moon as well as creating this scary feeling of unknowing where the person is located and what’s out there in the forest. As the character finished the tutorial which are the first 2 side-scrolling elements the character goes out of the dark forest and enters the jungle with huge trees that the character needs to climb up. As he climbs up he appears in the mountains very high with snowing effects and snow all around the place. There will be a castle that he can enter, the boss is in there, the castle is old and dark with a little of light.
During the time I was developing my game I have changed through some designs of my level.
This is the original design its dark and hard to see, as well as the light ray is very unrealistic and doesn’t fit the sky behind the windows.
This is the changed version where i have made everything more clear and lighter as well as changing the background to fit the level before this I have also changed the gradient of the floor and the i have changed the light ray to be more purple, i have done this using a gradient and 4 different colours white purple light purple and black.
I feel like my games design could of gone alot better by actually spending more time building the game in unreal and learning the steps on how to build a game. I could have spend more time polishing the graphics and referencing to other games with similar style.
The points I think I done well at was making some of my final levels as well as making my animation cycles. I have spend time on the animation cycles repeating it and trying to make the animation run well with as few frames as possible while mating smoothness and look of the animation. I have done this by looking at other games that character’s limbs aren’t connected prime example is rayman. After looking at this I kept making new sprite sheets and compare them to my old ones and look at how I changed them and how I can make the even better.
Looking at my level design I was happy however I think I chose the wrong art style for a game that I chose. I went with a more minimalistic look because I wanted the player to look and think of what the objects are. However I think i should have made the level a lot more detailed to create an atmosphere in which the player can emerge into. I tried making the last level more detailed with sustaining the minimalistic look to make it look like it’s still the same game, and this made it look alot better giving more life to the game.
I have also done some hud and music research in which I talked about in my blog. I have done this because I know that the music can help game create emotion and atmosphere as well as having sound effect can make animation look better, for example adding a sword colliding with something can make the sword feel and look heavier or lighter. I have done a very minimalistic type of hud to make sure the player doesnt get distracted from the actual game.