This post is about my assignment 3 game which was a collaborative development with two of my colleagues - Alex and Luke. The game we developed is called 'Swordsage: Oakwood Adventure' and it is a platformer adventure game. Within this post I will be evaluating the development process and explain the design reasonings behind the game respective to my contributions. In addition to this, I will be referencing segments of Game Design Workshop : A Playcentric Approach to Creating Innovative Games, Fourth Edition (Fullerton, 2018) to explain my design reasonings.
Of the three of us who worked on 'Swordsage', I was responsible for level designing. Taking into account that I would be level designing, I had to position myself in the perspective of the players, taking on a playcentric design process and having thoughts such as "what do players generally find engaging in platformers" or "what aspects generally draw players' attention within adventure games". I had to take on these thoughts to draw out ideas that would give players the ideal experience. Through this process, I was able to think of ways to utilise the provided sprites and assets to develop a tutorial level that would give players insight into the possibilities the game had as an adventure platformer. This resulted in the usage of several jump mechanics and traversal techniques, allowing players to challenge themselves by thinking about how they will tackle challenges moving forward in the game. In addition to this, to add more challenge to the game, monsters would be placed appropriately around the map, giving players new obstacles to take on rather than just the platforms.
In addition to this, the game also utilised formal elements, specifically rules, resources, and conflict. These elements were utilised to shape the boundaries and fundamentals of the game. Through having rules such as void boundaries and different interaction outcomes, players would not be limited, but rather led on the right path to explore the game as designed to be, allowing players to experience the game without having conflicting thoughts such as becoming confused or bored as they are guided towards the right path. For resources, the game utilised a health feature, this was developed to give players a value to their health, invoking the need for players to think about how they will handle situations given that they will be reset upon losing all their hearts. In addition to this, to counter-balance the fact that players lose a portion of their health per interaction with monsters, features such as healing statues were implemented to restore the player's health value. As for the conflict elements within the game, players are challenged to progress through a series of platforms at their own pace while taking on monsters along the way.
Now moving forward, I will go on to reflect about the end results of the game's development.
The results of the game came out rather well. People who helped playtest the game were rather happy with its state and gave positive feedback, claiming that the level design was aesthetic, the game was fun, and that the game was easy to get used to. On another note however, there were still feedback that showed discontentment with the game, and in all honesty, that is to be expected and accepted. The current state of the game is incomplete, however, this was due to the inability to find and include more sprites within the game, limiting the development team from improving the overall player experience. In addition to this, GDevelop was also insufficient in the sense that it limited us as developers from being able to run the game smoothly when implementing new features such as special effects to add a more lively feel to the environment.
Overall though, this assignment has contributed majorly to my experience as a game developer in learning as I have learnt multiple things not just from the workshops and the book, but also my colleagues.
Following this section of text will be screenshots and a video demonstrating the current state of the game.
Screenshot of Level Design:
(my own recording - was also used for the report document)
Fullerton, T. (2018). Game Design Workshop : A Playcentric Approach to Creating Innovative Games, Forth Edition (4th ed.). CRC Press LLC.