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
Thursday, August 21, 2014
Cuboy Quest 2
For my analysis of the tutorial level of a platformer game, I choose something not so traditional. Cuboy Quest 2 is a platformer that also involves puzzle solving. After playing through the game, I decided that the first seven levels cover the "tutorial" for the game. The very first level is so basic that I find it brilliant. One of the mechanics of platformers is jumping. That is the only obstacle in the first level. Each of the following levels have simple layouts for the easiest understanding of future gameplay. Level three is set up so that the only way to unlock the door is to ricochet bullets to hit the targets. Level five you must shoot a wooden block out of the air so you can walk across the lava blocks. Its all set up so simply that you understand almost straight away what you need to do to advance. The puzzle aspect of the game allows each level to stay fresh and not get to slow. Not only that, but they aren't very cluttered (the platforms that is) so each level doesn't feel like an eternity. Nothing is handed to the player in the game. In the very first level, you get stuck in the first indention. If you don't jump, you don't move on. Nowhere does it say that, but all the clues are there. That's how most of the game plays. Each level, the obstacle of getting to the exit is present. Each level though, has its own specific challenge. Some are targets that you have to hit to open the doors while others are robots or lava blocks you must avoid. Each level, the obstacles get slightly harder and harder. The only reward really given to the player is that, by getting to the exit, you unlock the next level. There is no story in the game.
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