Wednesday, 9 December 2015

Game feedback

Graphics:
1. graphics are very nice
2.The graphics and character look awesome


Mechanics:
1. add win or lose sign sign
2.fix hit box
3 friction to the ground
4. decrease bounciness on character
5. add respawn button


Game feel:
1. decrease bounciness on the character, because it is a bit fustrating


Fun:
1. make level more complex and challenging

Monday, 30 November 2015

Run Cycle


Creation of the Character: I designed the character and created all frames of the walk cycle in Adobe illustrator. the main tools I used for the design were the shape tool, the tools in the path finder window and the eye dropper tool.

Animation: I used Photoshop for the animation. I had to open all of the individual frames then copy them onto one and then i had to put them in order. I had to save it as a GIF.

Monday, 23 November 2015

Character designs and 2d platformer characters


Basic platformer rules Unfinished

1. Collide: to prevent the player from falling through the floor.
2. Gravity: to make the player fall when it jumps.the gravity rule is an accelerate rule.
3. Jumping:

Thursday, 19 November 2015

Money Seize Core Diagram


Money seize

In the game Money seize you play as Sir Reginald. the main objective of the game is collecting coins through stamping on enemies heads and chests, coins can also be picked up through the levels by walking on them. The overall feeling of this game is very different to donkey kong as the movement of Sir Reginald feels a lot more fluid and free than Jumpman's movement in donkey kong which feels a bit clunky. The main thing that makes Sir Reginald's movement feel more fuid is the how he can move a lot faster, jump a lot higher and has other skills you can learn in the game like the skid jump. Unlike Jumpman Sir Reginald isn't completely helpless when he encounter an enemy as he can destroy them by jumping on them. Overall I prefer Money Seize

Monday, 19 October 2015

What makes a game, a game

What makes a game, a game

"A game is a rule-based system with a variable and quantifiable outcome, where different outcomes are assigned different values the player exerts effort in order to influence the outcome, the player feels emotionally attached to the outcome, and the consequences are negotiable."
Jesper Juul (2005)

Games are a voluntary attempt to overcome an obstacle"
Bernard suits (1978)

Pokemon X and Y

Rules- the rules in a pokemon battle are that you cant catch other trainers pokemon, you have to take turns to attack with your opponent and you cant run from a trainer battle. the rules outside of battles are that you cant get your bike out inside a building and you have to accept any challenges that are given to you by every trainer npc in the game. 

Outcomes- the small outcomes of pokemon are winning or losing a pokemon battle the main outcome of the story is defeating team flare, collecting all of the gym badges and defeating elite four.

Influences- Grinding your pokemon up to a high level before each gym will  make the battle alot easier and will increase the chances of you winning. Using items to heal or cure your pokemon can influence the outcome of the battle.

Consequences- when you lose a a battle you have lose some of your money and and respawn in a pokemon centre. If you win a battle you are paid money by your opponent and your pokemon gain experience points.






Sunday, 18 October 2015

Emotions on the first level of pokemon X and Y

The first thing I feel during the first cut scene is excitement the character professor sycamore explains how the world is full of Pokémon  and how Pokémon and humans live in harmony. When I first wake up in the game I feel happy and eager to get my starter Pokémon and begin my journey. For my starter Pokémon I chose Froakie. The first battle with Shauna which I felt fairly calm about because I had the type advantage. The first Pokémon I encounter is pidgey which I had a bit of a hard time catching for some reason which made made me feel even more determined to catch it.