Allie Thomas Game Art and Design
Thursday, November 6, 2014
Camera Move
Thursday, October 30, 2014
Boss Analysis
The boss battle that I analized was Super Mario Sunshine's Petey Piranha Strikes Back. The way this battle is introduced to the player is when you first jump off the windmill onto the roof.
The little white guy in the image above (usually a transparent green, blue, or red color. When they are getting ready to attack you, they start flashing white) can come out whenever there is sludge on the ground. So not only do you have to pay attention to ol Petey over there, but these little guys too. You can get rid of the sludge by shooting it with your water. If you let it build up too much, the dark creature in the image below will appear out of the sludge and fire sludge balls at you.
Now to fighting Petey. Obviously you have your water companion, so you start shooting him with water. No where is it explicitly stated that you shoot water into his mouth, but after some experimentation of shooting at him, you realize that's the only thing that causes a change for him (he starts flailing and getting fatter). When you fill him up with water, he falls on his back and a red arrow appears above his belly button, very conveniently telling you where to hit him.
The moment you touch the roof, a cut scene begins. Both Petey Piranha and Mario look around confused before the rooftop crumbles below them. The camera cuts to look up at the roof as it caves in with Mario and Petey Piranha falling past the camera. Once they land, the battle begins!
Petey immediately starts spitting out toxic sludge. In his sludge, the first of his minions comes out.
After jumping on him three times, he melts into sludge and a cool golden star appears (mine would be gold but I already got it so its translucent blue) and you have officially beaten the boss!
Mechanics:
The basic mechanics for this level are shooting the water, using the hover nozzle to get around, and slamming Petey on the belly button.
The mechanics aren't really integrated into the level layout or the level art. The mechanics are in the way that you fight the enemy AIs. The hover nozzle will allow you to fly over both of the minions (even if the smaller one is jumping) for quick kills and cleanup.
Unlike a lot of boss battles, this one doesn't get any harder the more you damage him. Of the three times you slam him, he is always the same difficulty. The only thing that really changes is how much sludge is on the ground, but that is mostly dependent on how much and fast the player can clean up.
The reward is a golden star which is the main thing you collect in the game.
Here is the basic level layout:
and a link to the pdf version of it: Petey Piranha Strikes Back Level Layout
Thursday, September 25, 2014
Experimentation
As of this moment, I have two different "toys" that I am working on. I'm trying to come up with a way to combine them, but for the moment they are separate.
Night Vision:
The idea is to turn on your night vision camera and be able to see things that you never had before. The answer to puzzles are now more obvious and items are now collectable. The setting would be an abandoned hydroelectric plant, specifically the basement part. The place is rumored to be haunted, so you've gone to investigate. Obstacles would include things being in the players way and by using the camera, the player can see how to interact with it to move it. I'm also thinking of including certain collectables that charge the night vision. That way it's not just as easy as turning it on whenever you need it.
Phasing:
This idea involves becoming more powerful throughout gameplay so you can phase through denser and thicker materials. For this one, I was picking another underground location, this time a cave. The player is hunting for treasure in these mineral rich mines, however there are a lot of dead ends. By collecting power stones, the player can phase through more materials. At first it would be something like rock and then last the player would be able to phase through something as strong as diamond. Obstacles in this would be the different walls that the player has to phase through.
Night Vision:
The idea is to turn on your night vision camera and be able to see things that you never had before. The answer to puzzles are now more obvious and items are now collectable. The setting would be an abandoned hydroelectric plant, specifically the basement part. The place is rumored to be haunted, so you've gone to investigate. Obstacles would include things being in the players way and by using the camera, the player can see how to interact with it to move it. I'm also thinking of including certain collectables that charge the night vision. That way it's not just as easy as turning it on whenever you need it.
Phasing:
This idea involves becoming more powerful throughout gameplay so you can phase through denser and thicker materials. For this one, I was picking another underground location, this time a cave. The player is hunting for treasure in these mineral rich mines, however there are a lot of dead ends. By collecting power stones, the player can phase through more materials. At first it would be something like rock and then last the player would be able to phase through something as strong as diamond. Obstacles in this would be the different walls that the player has to phase through.
Thursday, September 18, 2014
"Toy" Brainstorming
Essentially, this "toy" is a mechanic that we think would be fun to play with. Here are my ideas:
- Light beams. Basically, I see this as sneaking between areas so the light doesn't touch you. If it does, you die. I was also thinking of throwing in some mirrors so you could redirect the lights to distract you enemies.
- Phasing. This one would be where you have the ability to phase through various surfaces.
- Night vision. Using a night vision camera, you can see certain things that you couldn't if it was just the normal camera.
- Gravity. I'm picturing this one as the character has gravity abilities which they must use to navigate the terrain and solve puzzles.
- Hydra. The main goal of this would be to sneak past enemies without killing them. If you do, two pop up in their place. The more enemies, the harder it is to get to your goal. Killing could also be switched out with spotting.
- Thermo. This would be where you used a camera to see peoples body temperature. You would ask them a series of questions to see if they were lying or not based on spikes.
- Magnetic grappling. By collecting a certain amount of energy, you would be able to use you magnetic grappling hook to get to places you previously couldn't get to.
- Energy shields. This is a race against time. You have to get to the end of the level before time runs out while also dodging projectiles. Your one defense is the energy shields. However, the more they get hit, the weaker they are.
- Phantom. Travel between the earthly and spirit planes while wreaking havoc.
- Teleportation. Need to get somewhere quick? Use your nifty teleportation abilities.
Thursday, September 11, 2014
Multiplayer Level Layout
For my level, I was thinking something indoors. I like when there is a lot of tight corners to run around and enemies potentially being around every corner. Also, this will help with closing players off from other areas. It would probably be set in the fall around late afternoon, to get some nice shadows going. I'm thinking that this would be more of an empty office/reception area, where there wouldn't be too much stuff. The architecture will be modern to futuristic. Because its indoors, there wouldn't be any terrain or vegetation. I don't plan on including any windows that you can see out of (this may change). If it does, then probably rolling green hills (maybe fires due to the aliens). I'm going to go with, some sort of alien envision happened. Fortunately for this building, it was on the outskirts of town and the workers had time to evacuate. So besides the occasional paper on the floor, it should be relatively clean. Here are some inspirational images:
The assets that I'll probably need are tables, reception desk, railing, chairs, trashcans, and light fixtures.
I definitely want some long shadows.
Sunday, September 7, 2014
Multiplayer Analysis: Modern Warfare 3 Dome
Modern Warfare 3 (MW3 for the rest of this post) is Activision 2011 installment installment of the massively popular Call of Duty franchise. Just like previous games, it focuses on interesting locations where players can duke it out either with friends or by themselves. The level that I will be focusing on is the Dome. The Dome is a Cold War-era bunker in the desert, with a giant dome (get the name) as its center piece.
Its set in modern day, so the bunker is run down. The game is during the daytime, which makes the level very bright. For most of the level, it feels very open. Its set in the desert, so there are wide areas around it that makes it feel open. Also, the way that they keep you from leaving the area are metal fences, which allows you to see out into the "vast" expanse of the desert. There are three major areas to the map: the dome, outside, the office, and the bunker. The dome is the giant radio that is seen on the load screen. It has a cat walk on top and an inside underneath. Seeing as its the center piece, a lot of action goes on around here. In the outside area, there are a lot of barriers and cars to hide behind, but overall there is a lot more space. This is also where enemy and friendly strikes can be called in for the most impact.
The bunker and office area of the map is where a lot of close quarter combat happens. The office is above ground, but the dark walls and narrow hallways make it feel tight and cramped. The bunker underground, which gives it a claustrophobic dark vibe.
The level has a lot of twists and turns with a couple areas funneling action through them. While playing, I realized that a lot of players like to try and set up some sort of traps, be it strikes or just patrolling them. The basic mechanics in this level are shooting, running, throwing grenades, and stabbing. After getting enough points from killing, the player has the ability to set strike packages down. These could be anything from turrets that last a short time to manning a osprey to kill your enemies. Here's a video of game play: MW3 video
Here is my level layout for level: MW3 Dome Level Analysis
Its set in modern day, so the bunker is run down. The game is during the daytime, which makes the level very bright. For most of the level, it feels very open. Its set in the desert, so there are wide areas around it that makes it feel open. Also, the way that they keep you from leaving the area are metal fences, which allows you to see out into the "vast" expanse of the desert. There are three major areas to the map: the dome, outside, the office, and the bunker. The dome is the giant radio that is seen on the load screen. It has a cat walk on top and an inside underneath. Seeing as its the center piece, a lot of action goes on around here. In the outside area, there are a lot of barriers and cars to hide behind, but overall there is a lot more space. This is also where enemy and friendly strikes can be called in for the most impact.
The bunker and office area of the map is where a lot of close quarter combat happens. The office is above ground, but the dark walls and narrow hallways make it feel tight and cramped. The bunker underground, which gives it a claustrophobic dark vibe.
The level has a lot of twists and turns with a couple areas funneling action through them. While playing, I realized that a lot of players like to try and set up some sort of traps, be it strikes or just patrolling them. The basic mechanics in this level are shooting, running, throwing grenades, and stabbing. After getting enough points from killing, the player has the ability to set strike packages down. These could be anything from turrets that last a short time to manning a osprey to kill your enemies. Here's a video of game play: MW3 video
Here is my level layout for level: MW3 Dome Level Analysis
Sunday, August 24, 2014
Jumpin Jim's Beach Adventure
The working title for my tutorial level is "Jumpin Jim's Beach Adventure." The main conflict in the level would be Jim vs the alligators, which for the sake of my story, have taken over the beach. It'll be set on the beach during the summer between late afternoon and sunset. Prior to Jumpin Jim getting to the beach, the alligators took over causing all the tourist to evacuate, leaving everything behind. Architecture wise, I was thinking having the boss alligator in a lifeguard's stand. Jumpin Jim was having some ice cream near by when he heard the screams. Seeing as he's the only Jumper in town, he rushed off to go help. Here's a link to my rough layout for my level: Jumpin Jim's (rough) Beach Adventure
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