noticing a visual theme here 👀...


#dc comics#dc#batman#bruce wayne#dick grayson#tim drake#dc fanart#batfamily#batfam

seen from United Kingdom
seen from China
seen from United Kingdom
seen from Germany
seen from United States

seen from Georgia
seen from Malaysia
seen from Germany
seen from United States
seen from Germany

seen from Malaysia
seen from France

seen from Germany

seen from United Kingdom
seen from China
seen from Albania

seen from Germany

seen from China
seen from United States

seen from United States
noticing a visual theme here 👀...
What would be your process for designing the generic ice puzzle section of an adventure game?
Before I begin on this, I would encourage you all to do some background reading - two articles I wrote some time ago. My answer to your question will build on the principles they establish. I'll link them here:
[Tips for puzzle design] for the principles of what a puzzle is.
[What's the deal with sewer levels?] for leveraging environmental context.
Now that we’ve re-familiarized ourselves with these principles, we can combine the two. How do we associate the iciness of the environment with each of the four steps of the player’s approach to the puzzle? How can we represent the cold and chill of the environment in a mechanical sense to the player so that the gameplay experience feels cold or icy? Here is my general thought process when approaching this task:
The player sees and recognizes the puzzle goal
What does the icy/cold aspect of the environment have to do with the puzzle? Could the way forward is blocked by large amounts of ice that must be melted? Could the machinery to open the path be frozen solid and need thawing? Maybe the person they need to rescue is buried in snow or fallen through the ice into water and the player must rescue their friend before they freeze? Maybe the goal is to reach an island in the middle of a dangerously cold (but not completely frozen) lake. I would establish what kind of obstacle would make the most narrative sense for the puzzle within the greater context of the game as well as emphasize the coldness of the environment.
The player discovers the clues/objects needed to solve the goal
Now that I know what kind of goal we want the player to have when they reach the puzzle, let’s consider the sort of things they will need to solve that puzzle. What kind of objects or clues could players expect from the environment? If it is an exterior environment, perhaps there are trees and fallen branches. Maybe there are large ice blocks that can be pushed and will slide across areas with smooth floors. Maybe the player can trigger large amounts of snow to fall on something, such as by shaking a big tree. What if they have difficulty moving on ice because they slide around instead of walking normally? Can the puzzle be as simple as finding the right path to take across a slippery icy surface where the player has limited controls?
Maybe the player has an ability or object by this point in their inventory that they can use in a special way - something that can melt ice or snow in small amounts or a way to propel themselves across the ice, like a fire arrow or a torch. We can leverage that as a tool for the player to use to solve the puzzle. Can the player freeze water solid to reach a goal area?
The player associates the relationship of the clues with the puzzle and each other and works out potential solutions
This is where I figure out what the puzzle actually is after establishing what the various pieces available are. Maybe I decide that the goal here is to gather enough kindling to start a fire to defrost the frozen gears so that the switch can open the door. Maybe I decide that the player needs to use the giant fan in order to propel themselves across this frozen lake without falling through the thin ice.
We absolutely need to take the step of teaching the player how this works. We can do this by introducing the puzzle mechanic with a basic puzzle that is very easy to solve, then increase the difficulty and consideration required in subsequent puzzles. We should also provide the players a means to reset the puzzle so they can experiment with it and not get stuck in an unsolvable situation. Even better, we can potentially reuse this sort of puzzle content later in the game and incorporate even more gameplay elements into it for players to reason through as they acquire more abilities or equipment, as well as more difficult puzzles off of the critical path to provide bonus rewards.
The player solves the puzzle with the proper solution
Once we’ve provided the player the pieces of the puzzle and the context with which to use them and trained them so they know how to use it, they should be able to solve the puzzle and move on to the next challenge.
As you may have gathered, the core of my approach to a design challenge is taking the given theme and incorporating it in various ways into the mechanical aspect as much as I can. I can then leverage the player’s understanding in order to help push certain game or puzzle mechanics that make sense within the context. Keeping with the theme as I approach the design often makes things much more intuitive to the player who’s experiencing it for the first time. From there, it’s just a question of giving the player plenty of opportunity to experiment and play with the mechanics in a low-stress environment in order to teach them how it works, before adding more pressure and increasing the difficulty.
[Join us on Discord] and/or [Support us on Patreon]
The FANTa Project is being rebooted. [What is the FANTa project?]
Got a burning question you want answered?
Short questions: Ask a Game Dev on Twitter
Long questions: Ask a Game Dev on Tumblr
Frequent Questions: The FAQ
Steter Week Day 5
It’s midday Saturday when Scott calls and begs Stiles for a favor. Stiles, two days into his pre-heat, is fully prepared to deny him, but those puppy eyes are lethal, even through a phone, and he ends up agreeing to swap patrol shifts with Scott. So he changes his clothes and heads out and is pleased when Peter joins him five minutes is.
It’s stupid, really, and irrational, but of all the alphas and betas in the pack, Peter is the one that gets his proverbial hackles up the least. Maybe because, unlike the rest, Peter doesn’t use his dynamic as an excuse to act like an asshole – instead relying on his own personal charm to earn the title.
Stiles thinks at some point, a tally of all the shifts he’s spent with Peter running through his mind, that this might not be so bad.
Forty minutes later, they’re running for their lives.
“Fucking hunters,” Stiles growls, slogging his way through the mud. “Always ruining everything.”
He’s out of breath, legs and lungs protesting the flat out sprint of the last who even knows how long. The adrenaline’s starting to fade, the tepid beginning’s of exhausting slowly rearing it’s head and, to be perfectly honest, he really doesn’t think he can go much further.
Ahead of him, leading the way and dragging him along, Peter snorts. “You have awfully low standards.”
Because focusing on Peter is better than thinking about what awaits them if they stop moving, Stiles takes offense. “Excuse you,” he says, grip tightening on Peter’s hand as something – probably a tree root (they are in the Preserve, after all) – snags his ankle and nearly takes him down. “I will have you know that my standards are reasonable. Very reasonable. So reasonable, in fact, that they spend their time reasoning with everyone else’s stupidly high expectations.”
“Is that right?”
“Yes!”
Steter Week Day 3
“In the end we have each other and that’s at least one thing worth living for.”
For years now, the Hale and McCall packs have resided within Beacon Hills in relative harmony, in part because both have equal claim to the territory, but mostly because both packs strictly ignore the other.
There is animosity, of course, and mistrust, but they manage, drawing lines and allocating spaces. Each Alpha is resolute in their ruling, and neither notice the times outlying pack members vanish. Instead, they enjoy the peace that gradually comes, and congratulates themselves on a land well managed.
But things come to a head when a group of feral alphas tear their way through the town.
Their stay is blood-filled, and quickly ended at the hands of a McCall beta and a Hale. The fox and the wolf exchange smiles, sharp and fleeting before they are found out. The Alpha’s of their respective packs stand on the edge of the clearing, stinking of rage.
Commanded by their alphas, the fox and the wolf return to their packs, but they hold each other’s gaze as long as they can. Truths are written in their eyes, alongside vows they have promised.
Steter Week Day 6
Stiles and Peter are treasure hunters. That’s it. That’s the story.
Hi, Dev! I've been tasked with designing enemies for a side scrolling Gradius influenced shooter. I think heavily about these concepts but this is my first time ever doing this and the bulk of it is on me (we're a small team making a small game). What's some general stuff I should consider when I draw them? Also, I asked a while ago about getting a license for an IP and you answered it brilliantly. Extremely insightful and I want to thank you for that.
First off, I heavily suggest that you read [this post] about building tension in shoot em ups through enemy patterns. These are the fundamental game design concepts when building a shmup and you need to consider the sort of behavior patterns you will be aiming for when visually designing the bad guys.
Now… on to the visual design principles. There’s a lot that goes into the visual design of enemies in game but the most important element to consider is clarity. At a glance, the player needs to be able to tell what the enemy is probably going to do. This means you need to design visuals that suggest exactly what you want the enemy to do. For this, we’ll take a look at existing games in the genre, like Gradius itself.
Which of these enemies looks like it’s going to fire at you horizontally?
It’s probably enemy A, right? Why is that? Because it has a visible gun that’s pointed to the left and you’re (presumably) playing a side scroller where you move from left to right. Given the placement of the guns, you can immediately tell that these are probably turrets and which direction they are probably going to shoot.
Now consider this. Which of these enemies looks like it’s going to fire at you horizontally?
You probably think enemy B here because it’s shaped like an arrow pointing to the left and it has this big chunk of negative space inside it that looks like it could totally be where a beam comes out. C also looks like it could be a contender for shooting horizontally thanks to hits heavy use of horizontal lines, though it lacks a visible gun or turret for bullets to come from. But we’re not done yet. Looking at these three enemies, which do you think would take more shots to kill?
Intuitively, it feels like B would, again, be the correct answer. Why? Because it’s bigger than the others, and we subconsciously conflate size with strength and durability. Other visual elements can also convey this sense of durability - dull colors, visible armor plating, a bubble/glowing shield around it, etc.
We also need to take this sense of clarity further through their movement and animation. Which of the above three enemies would be best suited to spin and fire shots in a spiral pattern? Probably enemy A, since it already looks like it has circular pinwheel elements to it. But if it just stays in one place, static, it would not be as intuitive as if it spun in place while shooting. Even better, if you can give it a half second of spinning before it starts shooting bullets in a spiral, players would almost immediately understand what is about to happen.
This also applies to boss monsters. Imagine you saw a stage-end boss that looks like this. What looks like its vulnerable spot? How do you think you would attack this boss to deal damage to it?
The blue orb in the center seems like the obvious “weak point”, and shooting from the right to the left through the central area to hit it is probably the first intuition. It’s a specific color that contrasts with the rest of the boss’s body which specifically draws your eye to it. The heavy gunmetal grey outer parts are probably armored and I would not feel bad if shooting those armored sections did not result in damage to the boss.
This can extend beyond just “generic” enemies. If you have enemy factions, they need to have a similar sort of visual design in order to tie them together. Maybe this faction is all metal enemies that have rivets and armor plates. Maybe that faction is organic fleshy details and eyeballs. Maybe it’s an ooze faction with globby bodies and bubbles. If you want them to be similar, show this through the visuals - color, detailing, etc. And don’t forget, you can also integrate the level art with the enemies like so:
What’s important to recognize here is that you’re establishing a visual language through the design of these enemies. This is an unspoken means of communication to the player - through the visual design you’re telling the player what each bad guy is going to do so that they are prepared. You’re telling the player which bad guys are stronger than others. You’re telling the player how to defeat the bad guys. You’re giving the player lore information about specific enemy factions by establishing common visual elements. It’s important that you are both clear with your design intentions and you are consistent with them.
[Join us on Discord]
The FANTa Project is currently on hiatus while I am crunching at work too busy.
[What is the FANTa project?] [Git the FANTa Project]
Got a burning question you want answered?
Short questions: Ask a Game Dev on Twitter
Long questions: Ask a Game Dev on Tumblr
Frequent Questions: The FAQ
FANTa Friday: Design Phase part 5 - Ambient Storytelling and Throughline
One of the things about exploring an environment is that we can tell a lot about a place just through the placement of objects in that place. If you don’t believe me, just examine a friend’s bedroom (if you can get permission... many won’t). Note the objects that are there - what’s on the desk? What’s on the floor? What’s on the walls? How are they placed? Why are they placed that way? What do each of these objects placed in such a way say about the person who put them there?
A neat person might keep things organized and stored away. A messy person might have things all over the place. That’s something easy that you can infer from looking. But what if you wanted to start looking deeper at what sort of person might be living in this room?
If you see a collection of ticket stubs, maybe you can infer that this person likes seeing live music. If they’re all for a specific band, you can infer that this person likes that band. There might be posters for that band on the wall as well - seeing all of these would definitely reinforce the idea that the inhabitant of the room is a fan of a specific band. This is just one throughline in the environment.
“But dev, why should we care? This sounds like some of that Gone Home crap. What does some band groupie have to do with the sky palace you’re building?”
The placement of specific objects in the environment is conveying information to the player, and we’re doing it without having to force it via lengthy exposition. There’s no NPC that has to explain what happened to the player, there’s no cutscene to sit through, it’s all there for the player to pick up just by looking around, exploring, and taking in the scene. This can be incredibly valuable.
Remember, we’re creating our environment out of nothing. Nothing exists there unless we choose to put it there. Details like these will get noticed by players either consciously or subconsciously. We can scatter the details around haphazardly, but it will feel much better to the player if all of the little details work together cohesively to tell a story just through their existence.
Let’s bring this back to the sky palace. What are those core ideas we wanted to go over again?
Verticality
Openness/visibility
Showing places of interest
Encouraging the player to think in terms of up and down
Also, we need to prepare the players for a boss and maybe let them know what kind of boss it is. So what sort of environmental elements can we insert to help push these ideas as well as prepare the players for a boss? Here’s my thought: Do you remember how we were thinking about there being a menagerie in the Atrium? What if one of those things escaped? What if it wrecked the temple while doing so? But, more importantly... what if it never left? What if that thing is the boss?
Let’s consider how we can use this idea to tie together the rest of it. A strong flying monster, like a dragon, would almost certainly cause damage if it were crashing its way through a palace. If it were strong enough to kill the inhabitants, it could probably tear large chunks out of the walls that let the sun and sky in (openness and visibility, check). Those holes and missing chunks could probably let the player see through them and observe other elements of the dungeon (showing places of interest, check). Those holes would almost certainly be at differing heights, since the boss should be able to fly (verticality, check). All of this combines nicely with the idea of placing the bodies of the boss’s victims judiciously to show its danger. We could probably place a few broken cages at the menagerie to show its origin.
Let’s do some role playing. Imagine it from the perspective of the player entering the dungeon for the first time.
You enter the mezzanine to see the different levels separated by stairs, but some of them have been torn asunder. There’s a large hole in the wall below the eyeline to draw your eye up, and you can see the clouds and sky through it, as well as the ground so very far down below you. A stream of water falls from out of view from above, cascading down like a small waterfall down past the balcony. You can see trees and what look like some metal building frames through another large hole in the wall. A staircase up from your current level seems like it is mostly untouched.
Stepping forward, you look up and see the waterfall’s source - it’s coming from a separate floating island even further up above. Now that you’re at the edge of the balcony, you also can see the waterfall spill over a hole torn through the floor and flow down into what looks like a basement or cellar until it disappears from view. It looks like the hole in the floor is just large enough for you to fit into.
I presented this section without any images on purpose (also because I haven’t had a chance to actually draw things out). Still, can you start to see what the environment looks like in your imagination? Knowing what you know about the themes and core ideas for the dungeon, can you see how we’ve woven them into this environmental description? This is the power of ambient storytelling, and about using it to reinforce your core ideas. Define those core ideas and themes first, then use the environment design to help convey those ideas and themes.
This week we continue the Design Phase of the FANTa Project!
[What is the FANTa project?] [Git the FANTa Project]
Got a burning question you want answered?
Short questions: Ask a Game Dev on Twitter
Long questions: Ask a Game Dev on Tumblr
Frequent questions: The FAQ
FANTa Friday - Concept Phase Review, part 3: Putting it all together
Welcome to another [FANTa Friday]. The votes have been tallied and the winner is a Sky themed dungeon. Today, we’ll gather up the overall concepts we’ll be incorporating into our level design. This also marks the end of the Concept Phase Review. Next week we’ll begin on the Design Phase.
Visually speaking, we should plan for a lot of clouds, bird visuals, and airy architecture. Think of architecture like the Moon Door from the Eyrie in A Song of Ice and Fire - gravity makes going down easy and going up difficult. The natural theme of “ascension” plays very nicely with the concept of a sky-themed dungeon. We start low and work our way up to the boss. We need to accentuate this with architecture that allows the players to see where they should be going. This means open floor plans and clearly visible other parts of the tower. There should be more pillars instead of solid walls, open windows instead of closed, and the very real possibility of falling.
The theme of a sky dungeon also lends itself well to the final boss being some sort of dragon. It’s visually very distinct as well - the dragon circles the final wing of the dungeon that remains just out of reach until the player opens it with the mechanics earned throughout the dungeon. The player will be able to spot it from a distance, which builds anticipation for the coming climactic battle.
We are currently planning four dungeon wings (including the final boss wing), which naturally lends itself to a couple of different potential layouts, like so:
This layout gives the player the most freedom to explore. Each wing of the dungeon would need some way to traverse to another wing, and the added benefit here is that moving from A to B isn’t necessarily the same as going from C to B, meaning that approaches from different directions can be rewarded, especially if some of these means of traversal are also gated by traversal mechanics.
A second option is a more diamond-shaped structure:
This is a bit more linear, but it also gives players a better baseline for establishing expectations. We gate areas B and C behind the mechanic earned in area A, which can function as a tutorial to the dungeon. This conveys a feeling of “opening up” the remainder of the dungeon to the player, which usually establishes a sense of accomplishment if the task doesn’t feel trivial.
One core design concept we absolutely need to emphasize is the idea of verticality and height. Humans don’t usually think in three dimensions because moving up and down is difficult - we have to use things like elevators, stairs, ladders, or balloons to do it. As such, we aren’t trained to look up and down when we enter a new area, we look around. However, with a sky-themed dungeon, we need to train players to expect it - it’s what makes a sky themed dungeon different than another dungeon with a skybox. We need to craft the visuals to draw the eye upward and downward toward elements of interest in order to entice the player to get to these places. This means crafting obvious points of interest just inside the sight line, but specifically above or below the horizontal.
To recap, here are our major concepts for this dungeon:
Verticality in architecture and elements of visual interest
Emphasize a sense of openness and visibility. No thick walls or tiny windows.
Show the player places of interest that they will be able to reach later. Show the boss early on, but gate it from the player by the mechanics
Encourage the player to think in terms of Up and Down (Place obvious elements of interest above or below the horizontal, but still within sight)
When you’re coming up with a level design, you need to establish your main concepts first. These will inform the individual and specific decisions you make when creating the details and keep the overall vision consistent. If things get ambiguous, the core concepts provide an important overall direction for the dungeon. This helps keep us from getting into the weeds when we’re focusing on those specific implementation details and remember what the central theme of the level is.
Next week, we’ll begin the design phase, where we start using these concepts to begin designing the individual elements of the dungeon.
[What is the FANTa project?]
Got a burning question you want answered?
Short questions: Ask a Game Dev on Twitter
Long questions: Ask a Game Dev on Tumblr
Frequent questions: The FAQ