Platformer: Development Post
Hiya! Tekobi here! This post explains the basic mechanics and initial design of my platformer.Â
After reading chapters 1 and 2 of The Game Design Workshop by Tracy Fullerton, I decided my first step is to establish a user experience goal properly. My original user experience goal was vague. Hence, I intend to clarify that a satisfying user experience goal is essential for a fun game. Players must fight many enemies, which get harder, and progress through levels with a time limit. Players will feel a sense of accomplishment and happiness from defeating enemies and advancing the level as fast as possible. I was a bit puzzled on how to achieve these goals, but thanks to inspiration from a game I was recently playing, I now realise the best way to achieve these goals. Violence and movement. Or rather, the satisfaction of killing something. Doom Eternal was what inspired this creative process. In that game’s core gameplay loop, you kill demons with your weapon and depending on the finisher, you gain resources (health, armour, ammo, etc). Additionally, with the incredibly fast and fluid movement allowing players to easily chain kills, and the continuous maintenance of resources whilst providing satisfying executions (I don’t plan for my game to be that violent), it feels amazing for the core gameplay loop. Hence, my main focus was creating satisfying movement, combat and enemies.Â
After some testing in GDevelop, I finally got my character to move the way I wished. I've also used pixelated gothic church and cemetery assets to capture the theme and setting I want to show. However, when implementing such assets, I noticed a weird blur effect. I learned that GDevelop smoothens image,s hence I fixed these assets manually in the resource for each one. I also realised how painful and limiting GDevelop can be with assets. Furthermore, I created some other mechanics as well, such as being able to punch, kick and flying kick.
Video showcasing basic movement.
Fullerton, T., & ProQuest. (2019). Game design workshop : a playcentric approach to creating innovative games (Fourth edition.). CRC Press.