Weeks 3 & 4 is all about development and playtesting!
So after taking inspiration from other platformer games, I decided to create some obstacles for the player and collectables too. As shown below:
The counter in the top left counts the bones you collect and on the right, you can see the tennis ball that the player needs to collect at the end of the level. I learnt how to make a counter and a win screen for this simple prototype, and I had to figure out the control scheme for this game.
Fullerton (2018, p.255) has an exercise about control schemes for original games âExercise 8.2: Original Game Controls. Define a control scheme for your original game. For example, if your game is intended for a game console, such as the Xbox, make sure to label every button on the controller. If a button has no function, then label it as non-functional. If the control involves the motion sensors, describe the controller movement for each game action in the button column.â
My game was simple as a platformer can be played using a keyboard, so the arrow keys became which way the character was moving and the space became the way for the player to jump.
After I had finished designing my prototype level for the game, I had my partner playtest the game for me, as he is over the age of 3 and has played a ton of games in the past, he picked up the game quite quickly and sped through the level collecting all of the bones.
Fullerton (2018, p.271-304) has some example playtesting questions, and goes into categories, âIn-Game Questions, Postgame questions, General questions, Formal questions, Dramatic elements, procedures, rules, interface and controls and end of sessionâ
I chose some of these questions that were relevant to my game and asked my partner.
Q: What was your first impression?
A: Thought the art style was cute
Q: Were there particular aspects you found satisfying?
Q: Describe the objective of the game:
A: To collect the tennis ball while collecting bones
Q: Was the objective clear at all times?
Q: What choices did you make during the game?
Q: Did you find any loopholes?
A: A bug with collision detection on floating platforms
Q: Is this game appropriate for the target audience?
A: Yes, including the difficulty
Procedures, Rules, Interface and Controls:
Q: Could you find the information you needed on the interface?
A: Partly. Bones collected shown on UI, tennis ball not accounted for in the interface
Q: What was missing from the game?
A: A fail state. There was no challenge where you could lose.
Q: Who do you think is the target audience for this game?
As the objective was not clear all the time, I would add a way for the player to find the tennis ball either by placing an arrow pointing to it or maybe a button to press to get a hint of where the ball is. With the loophole found I would look at the collision mask for the player and see where it could be changed. Iâm happy with the difficulty for the first level, but I would make the level harder as the game went on and introduce enemies for the player to react to.
If you would like to see me continue to develop this game further, or play it yourself, comment down below.
Next week is about platformer post-mortem and Asteroids game pitch!
Fullerton, T. (2018). Game design workshop : A playcentric approach to creating innovative games, fourth edition. ProQuest Ebook Central https://ebookcentral.proquest.com