P-5. Aesthetic Overhaul & Minor Gameplay Tweaks
I "fixed" the collision errors when switching between the two dimensions of space by resetting the player's location to the start of the level they are currently on. I didn't know how to fix the collision in general since I've never used Gdevelop before this unit, so I settled for the less effective approach of just killing the player.
I think this solution works as all the levels are very small and only take about 5-10 seconds to complete, so restarting the player each level isn't too big of an issue, though fixing the issue entirely would obviously be preferred.
I also overhauled the graphics with a selection of older sprites I previously made for an older project.
I added functionality for some spikes that reset the player to the designated location in each level I mentioned above for the collision issue, though no other assets have as much functionality (e.g the gems, sword swipe, and wall climb sprites are currently unused). The hell aesthetic in these sprites really fit with the second dimension that the player can switch to, and still retains its readability.
This week I read chapter 3, 4 & 5 of the game design workshop textbook, which featured 3 distinct work processes and aspects when looking at game design. Chapter 3 focused on formal elements such as players, objectives, rules, conflict, boundaries etc. and detailed the influences, restrictions, social aspects and other specific info on each.
Although each of these elements is simple at a first glance, the book goes into a surprising amount of depth with each topic, listing specifics like, for example, the relationships of players and the game, vs players and other players in the players section. (Fullerton, 2018).
Chapter 4 focuses more on abstract emotional elements, the more subjective and less measurable qualities of games, such as challenge, character, story and play. The outline of "flow" in the challenge section was particularly interesting as it dictates the core goal for any major game (i.e. where a player's ability is constantly and consistently being met with a similar level of challenge), something I'd hope to achieve in all of my future games. (Fullerton, 2018).
The branching story structure diagrams in the story section also helped illustrate the complexity that stories can have when the viewer themselves has player agency or any say in decisions in the story, which is mostly unique to the medium of video games.
Chapter 5 looks into the intertwined systems in video games such as the combination of objects, behaviours, properties, and relationships etc. I found that the analysis of certain games, for instance, Clue, Tic-Tac-Toe, Chess, or even economies in such games as Settlers of Catan was by far the most interesting few sections in this chapter, allowing for a much deeper understanding of the core systems of games and how they interact rather than looking at each topic individually. (Fullerton, 2018).
Although the games I'll be creating in this unit are rather tame or simpe in comparison, I believe incorporating a lot of these ideas and systems into my future work would allow for a much deeper and unique experience, and I already have a few ideas of where each of these sits in some hypothetical games I've thought about but never fully formed a basis for.
Fullerton, T. (2018). Game design workshop : A playcentric approach to creating innovative games, fourth edition. CRC Press LLC.