Level Design Lessons Response

So many articles and essays about game design start with Super Mario Bros level 1-1 and this was no exception. Mostly these point out the way the character is used to control the way the game plays out and how players can shape the game. Other games included in the discussion are Castlevania and the Monuments of Mars. Interestingly there seems to be some common understanding about not having S shaped levels which is shocking. The shocking part is that it is agreed upon seemingly unanimously. I am more curious to figure out if there are other designers who make the s designed levels and if it common among indie games.

The screen shot below is of me playing Monster Sanctuary which is available on steam.

p5.js project Bloom

https://homepages.utoledo.edu/apotts3/bloom/

Cherry blossoms are only in bloom for a short period of time which is the bases for this project. Originally each interaction would make things drastically different but I changed the way the trees appear and the less noisy background elements.

p5.js project critique notes

I created a p5.js project that involved circles growing and shrinking and I called it Growth. Main critique was simply about making the message understood as I initially wanted it to be in a delving between worlds vibe but it came across more as growth. Some things I will change are the colors as they gave off a different feel than I intended. I also will change the positioning of the circles so that they all remained on the canvas.

Art of Game Design Ch.8+9 Response

Brainstorming is necessary with all creative work. One way to make brainstorming work well is by listening to your subconscious and allowing it to voice its ideas and concepts. Allowing those ideas to come to flurision isn’t the goal the goal is to get creative thoughts going. The main thing is to take those weird and possibly off topic ideas and think about how they could work. This may create something majestic or it may create something to be thrown out, either way it allowed for the subconscious to be part of the creative process.

On top of using one’s sub-self there are some helpful tips on how to brainstorm effectively. Some are commonly used like to listen to yourself and record your ideas. Some are a little more out of the box as instincts don’t tell us this is the way to do the thing we want. So for instance in order to let oneself brainstorm with their subconscious one needs to maintain a decent amount of sleep and to maintain the needs of said subconscious. The needs of the subconscious is where things might get a little weird.

Don’t let your ideas or work be fragile. If it doesn’t work throw it out (or out of that project) and start over. There is a production cycle to follow when designing things. The cycle starts with and idea and moves on to building and testing the prototype(s) which is analyzed for problems and brought back to the designing stage for fixing and the cycle continues until the game is deemed finished. This cycle allows for the ideas to be played out and for there to be tests on how the ideas work or if they work. If the ideas are good and they come across then there is also the bug fixing, that is fixing small or sometimes large problems with the game such as missing textures or falling/clipping through objects.

Towards Minimalist Game Design Response

Minimalist game design is a quicker way to delve deep into the lore/story and choices in a game. The concept of minimalism also allows for more abstract worlds. These worlds don’t need to be photorealistic which allows an artist to play with their own visual style and literacy. Minimalist games are not simple in their story or space they are simple in the layout and amount of things/details of things seen in the game. Minimalist games allow for more variety in play for the player, as there are fewer rules and less things to get distracted by. The practically nonexistent distractions are thanks to the simple controls, and low viewed intricacy of the games visuals. Music and other sound effects are used in minimalist games mostly to encourage the feel the designer wants for the game. In some the sounds are to make the world seem larger and in some its used to make the player feel amped up to fight, run, race, etc;. Regardless of the term minimalist, games are still detailed in their story and play.

Hello World! Processing. Response

Processing is a way for people to work together to create codes that are creative. Your code becomes a sketchbook. Sketchbooks in this case can also become something more fleshed out and are simply lines of code that create imagery. Birds flying together in the video made me want to try to remake the same motion. That ted talk about contemporary math was an interesting touch. Basically everything in the world is a process that has a code. Even ocean waves have a code/process.

Although this video was a bit slow, I did find it interesting. There was also the point where they admitted that lines of codes didn’t look human, which is why people have there own way to format their lines. Processing is different than science because it is trying to create something that’s clearly outside of reality. Science is meant to recreate things from reality. Overall, I found that vimeo needs a playback speed option as some videos need to go at at least 1.5x speed.

JavaScript City

I created a surealist cityscape with JavaScript (p5.js). This is on the site called p5.js.org so feel free to make your own stuff.

If you want to see how I did this its below.

function setup() {
createCanvas(800, 600);
background(100,200,20);
}
function draw() {
strokeWeight(0);
stroke(200,400,20);
rect(0,400,100,200);
rect(90,350,75,250);
rect(150,380,100,220);
rect(350,300,90,350);
triangle(700,0,850,0,750,60);
strokeWeight(0);
beginShape();
vertex(40,30);
vertex(300,60);
vertex(100,90);
vertex(75,300);
endShape(CLOSE);
stroke(320,550,40);
strokeWeight(0);
fill(20,20,50,30);
rect(400,250,300,500);
rect(550,280,400,400);
stroke(250,200,60);
strokeWeight(0);
rect(200,300,200,300);
strokeWeight(0);
line(400,200,200,300);
background(100,200,20,50);
}

Response Art of Game Design Ch. 6+7

A game should always have a unifying theme. Something that connects all the pieces together, that includes music and color as well as the actual details of the world. Pirates seem to be a dream of a lot of people. This dream was used to connect the elements that were put into a game that the author of “The Art of Game Design” took part in.

In order to have a game, one needs an idea. It is difficult to delve deeply into an idea without brainstorming. One way to brainstorm is to just sit and think about something and see where your mind ends up. Another, probably more likely to succeed way, is to write down your ideas. Perhaps start with a word and write the ones that come to mind based off of that word and then continue until you feel you have gotten enough ideas across that you can make what you want to make.

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