• Register

Just starting into the game design field. I've been designing video games my whole life. When I played my first game at age three I wasted hours figuring out what they could have done better. When I hit college I found some buddies and started my own video game company, Demergo Studios.

RSS My Blogs

Moving like Fixbot

zrichards Blog

So, if you’ve been keeping up with Project Fixbot you’ve gathered that our game messes with the normal thought of gravity in a platformer. Fixbot is a repair bot on a spaceship. The spaceship has no gravity. To move around, Fixbot has a large magnet on his butt. He uses it to repel himself with from one surface then attract himself to his destination surface. So basically he can only move away from a surface. He has no lateral movement. If he wants to slide over, he has to repel from the floor, attach to the ceiling, then repel from the ceiling, and attach back to the floor.

This makes designing the levels a bit of a challenge because if I’m having the player rethink conventional movement I need to have totally mastered our new style myself. I have to think like Fixbot. Here are two things that helped… (Yes, I am giving you hints on how to beat our game).

Step one on mastering Fixbot’s movement: stop thinking laterally. Ever since you started walking you’ve been moving laterally. You move forward, backwards, left and right. To move up you go forwards on stairs and that takes you up. It only makes sense that you naturally think that way. Fixbot can’t move that way, because he can only move ‘up’. So when bullets are flying at him and he has to dodge, his only course of action is to move up. When I make levels I need to make sure that he always has somewhere above him to go to.

Step two on mastering Fixbot movement: there is no down. Fixbot is in space, which I think I’ve mentioned. There is no down in space. Whatever Fixbot is attached to is down. It’s the floor. He has no qualms about sitting on the ‘ceiling’, and he’ll sit there happily because to him, it’s the floor. When I design levels I need to make sure that I think of all the surfaces, the floor, the walls, and the ceiling as just one thing: the floor.

There are other things I use to ‘move’ like Fixbot, but if I told you those you wouldn’t play my game.
Reposted from Demergostudios.com

Game Design: Guiding the Player

zrichards Blog

People forget about the level designer: most people can imagine someone programing the controls, an artist drawing a character, or a writer weaving a story, but his job mostly gets ignored. The level designer is kind of like a janitor: he only gets noticed if he does a bad job. If a level designer makes a bad level you'll be screaming at your iPod about how you can't find the exit, or how that one area keeps killing you. Now if he does it right, you'll see the awesome art, you'll experience amazing mechanics, or you'll be immersed in the gripping narrative. Basically I get to create the frame and make sure I don't cover up the painting. In this article I'll be telling you about that job or essentially my process in creating a level.

First, I need to know what my limitations are - basically, where in the story I am. I also need to slowly introduce gameplay elements so as not to overwhelm the player. So, I start off by getting the list of story elements Dan made me for the level (person A meets the player, person B dies, and event C happens), and my own list of which gameplay elements are present (new gameplay element D, reiterate gameplay element E).

Next I decide how much of this level is going to be tunnels or open exploring. I use tunnels to guide the player towards an objective and I use open exploring when I want them to find it themselves. Most of our levels fall somewhere in between.

Then I sketch a quick outline to get me started. This isn't a blind sketch - I know where I left the player at the end of the last level - and I know where I want to take him. I take this sketch and take each room and ask questions like "what would make this hard", "what would make this not confusing", "how does this tell the story", but most importantly "what would make this fun". I flush out each room and move onto the next one.

Then I hand it to Todd for QA. He does some playtesting with my level and lets me know what he thinks then I go back and make alterations, asking the same questions as before. We do the QA loop a couple more times and then we have a level. That level, if I did my job right, should be fun, tell the story, showcase the art, and introduce the mechanics - all with out anybody knowing I've been there.

I'm Zak, and I'm the janitor. ;)

Reposted from Fixbot Blog: demergostudios.com/fixbot/