This is the first level test to try out the concept. However, the collision detection has not been implemented yet in this version. Will try to hard code it for next few days.
- Basic Movement
- Collision -> Big Question need to solve
- Animation TBD
Basic Movement
Do we move with WASD / Keyboard or Mouse Click based?
I am thinking to implement both in separate way, so have an external choices for testing later.
Oh, no jump btw.
Thinking of adding DoTween plug it and experiment it later for testing and perhaps implement if it is very useful.
Collision
Collision need to be solve several problems:
1. The direction we move, we need to know whether it has a obstacle that block our road.
Perhaps solving by implements physic.raycast again, shot from 5 directions (front, back, left, right, down)
2. Whether the next block I move existed?
Think of is there a platform the player can stood on. Need to think the idea of implementation later
Instead of using matrix to solve the linear transformation of the rotation of block, I tried to separate this into different phase.
Matrix to linear transformation (Failed to implement to Unity)
Using Tree to detect each block in surroundings (Bad data structure to do)
Phase1:
- Rotate Individual Block
- Cannot rotate while the rotation is ongoing
- Detect the face I clicked on to
Phase 2:
- Grouping the blocks that have same axis of position together
- Click the cube, and find all the cube with same axis into the parent.
- Predefined the parent, a empty game object
- Transform the position of parent to the pivot point
- Parent all the cubes under parent
- After the rotation, remove parent
Phase 3:
- Combine the Phase 1 and Phase 2 together
- Test it out
Idea:
- Easy to track the prototype
- Easy to make changes
- Easy to pull back changes
- Risk Assessment - Prevent the risk of losing files
- Easy to comment and advice from advisor
*Not using branches since there is no collaboration works currently. Instead of it, I will use tag features for each commit, in case to revert from history or make adjustment.
Platform: Android, iOS, Nintendo Switch, Microsoft Windows, macOS, Linux, Classic Mac OS
Outline:
Baba Is You where the player want to follow the rules of the game world which the rules are forming the world inside the player. The player can manipulate the rules through moving them as a sense of "pushing the block and repurposing the blocks which cause interesting interactions.
Links: https://hempuli.com/baba/
Personal Analysis after gameplay:
Manipulating Rules is the core gameplay mechanism in this game. During the game, the player can move around to manipulate the rules blocks by pushing them around. The rules blocks are build from simply logic such as "BABA", "IS". "YOU" which BABA represent a character in the game, and IS interpret the meaning of is, then YOU is YOU are the one who is control, simply said BABA IS YOU become you are controlling a character called BABA.
In this game, there is no narration, at least I do not notice them. They are simply a breaking puzzle levels and challenge yourselves to finish the whole game. (Well, I'm not 'intelligence' enough to solve it.)
Talk to this, its level design is simply beautiful, the puzzle is not one way solution and you can have different type of way to solve it. The learning curve of this game is quite acceptable, and it is way more challenging that we thought. A lot of skills are learned from previous levels, sometimes would be required to interpret for the next levels.
The music is simply a 8bit music and sound does not give too much notice while playing. It is a simple standard soundtrack with loop, and the sound effect provide us some feedback on the actions.
Monument Valley 1 where the player is control and guiding the princess Ida to going through the optical illusions and impossible object platform to reach to the destination.
Links: https://www.monumentvalleygame.com/mv1
Personal Analysis after gameplay:
Optical Illusion is the core concept on developing the level and the puzzles. While the players are trying to move and rotate the platform to form a path to reach to the destinations.
In each level, it contains many sub-goals which reduce the complexity of the puzzle. The goals of the players are very simple;
to reach a destination;
to reach to a door;
to reach to a button. These sub-goals are always consist in the game, and thus forming a main goals
for example: light up three bulbs through finished the level inside the level.
In game control, the player just need to click to move Ida, drag the platforms that have controls (circles besides the platform, or swirling wheels), in some chapters, you can even control the totem around the platform.
In the narration, the whole story are built from some shorts narrations from a conversation of a wisdom to Ida. In was simple, and abstract, and there is no traditional plot structure to build out the whole setting. Taking about the setting, the whole world are build from castles, rocks, totem, on the sea, on top of the fog etc.
For the game difficulty, it is so much simple, and easy to follow. As the puzzle game, it is brilliantly design for the player to slowly learn from the concept of the mechanism. In the end of two levels, it is the combination of everything, it tested out our understanding of the mechanism and overall standout from the level design. For me, I have finished the entire game. And the game can be enjoyed in three hours, as the levels are pretty short (only 10 levels).
In game music, it was calm and slow. The ambient sounds make the game much more engaging. The footstep with the crows, combining with the music, it is a wonderful experience.
The UI of the game is completely minimalistic to avoid distractions to the players.
Monument Valley 2
Publisher: Ustwo studio Ltd.
Game Genre: Puzzle Video Game
Date of release: June 5, 2017
Platform: Android, iOS, Windows Phone
Outline:
Monument Valley 1 where the player is control and guiding either Ro or her child to going through the optical illusions and impossible object platform to reach to the destination.
Links: https://www.monumentvalleygame.com/mv2
Personal Analysis after gameplay:
Same as Monument Valley 1, Optical Illusion is the core concept on developing the level and the puzzles. While the players are trying to move and rotate the platform to form a path to reach to the destinations.
In each level, it contains many sub-goals which reduce the complexity of the puzzle. The goals of the players are very simple;
to reach a destination;
to reach to a door;
to reach to a button. These sub-goals are always consist in the game, and thus forming a main goals
for example: light up three bulbs through finished the level inside the level.
In game control, the player just need to click to move Ro or her child, drag the platforms that have controls (circles besides the platform, or swirling wheels), it also have an opportunity to control Ro's old friend, Totem to move around as same as sequel 1.
In the narration, unlike the Monument Valley 1, this sequel talked about the relationship between mother and daughter. From a mother guide her child from raising her up through let her to be solitude, explore her world,
For the game difficulty, comparing to the previous sequel, this is more difficult and challenging. It spent more time to think and move along the puzzles. However, it's difficult curve is still perfectly smooth for beginner user.
In game music, it was as same as previous sequel, but with more engagement and rhythm.
The UI of the game is still as minimalistic as the previous sequel.
[Week 3-4] Summary Research Game Design: The Art & Business of Creating Games
PART 1 : CHAPTER 6: CREATING A PUZZLE
Overview
As goes along story, there is no hero directly kills the opponents and achieving the goal. Instead they will reach the obstacles, deal with them and finally get through the goal. As these obstacles are the puzzles that the players wanted to solve. A good puzzle contribute to plot, character, and story development. They draw the player into the fictional world. A bad puzzle does not and they are intrusive and obstructionist just like bad writing. A good puzzle fits into the setting and present an obstacles that make sense.
TYPES of PUZZLES
Ordinary Use of an Object
The basic functions of the object are being used to solve the puzzle.
Player enter dark room, find a light socket, and check his inventory and found a light bulb and he attached on it.
Door Example: The player discover the door with golden lock and he has a golden key. He unlock the door with golden key.
Finding Object logic, or hides on the box that requires to solve a puzzle
Unusual Use of an Object
The secondary characteristic of the object.
Require players to recognize them can be use in different ways
Diamond make pretty rings, but they could also cut the glass.
A candle can light up fire, but their wax could also make an impression of a key.
Door Example:
The player find a door with no key but is barred from the other side.
"Building" Puzzles
create a new object with raw materials (also combine object together)
Information Puzzles
player has to supply the missing piece of information
simply as supplying password → deducing the correct sequence of number that will defuse the bomb
Codes, Cryptograms, and Other "Words" Puzzles
subset of information puzzles
defining he boundaries of the kind of information for which the player is looking
the player want d then he has to believe that b and c would be linked and he will perform a.
Door Example:
(a) rubbing the lamp
(b) summon a bull
(c) bull see something red
(d) bull charge to it.
Door is red, and the player can see a lamp then he rub the lamp and b,c,d will be performed to unlock the door
Preparing the Way
A wrinkle on the excluded middle that makes it even more difficult.
Te player require to create the condition in order to perform the cause-and-effect chain reaction
Door Example:
Door is green, so the player need to realize to paint in red in order to summon the bull to charge to it.
People Puzzles
greatly enhance the building of the characters and storytelling
involve a people blocking the player's progress or holding important information piece
Timing Puzzles
difficult class of the puzzle
require player to recognize that the action perform will not be effect immediately but will cause in particular point in the future
Sequence Puzzles
need to perform correct sequence action in the right order
can be elaborate differently
commonly the action you perform will be block to acheiving the goal, then the player need to put something back to reset the sequence again once it gone.
Logic Puzzles
deduce particular bit of information by examining a series of statements and ferreting (search) out a hidden implication
Classic Game Puzzles **
aren't action or adventure game puzzles
Examples: magic square puzzles, move the matchstick puzzles, or jump the peg and leave the last one in the middle puzzles...
reminder: easy way to reset them
possible help system or an alternative to completing the puzzle
Riddles
least satisfying puzzle ☹️ cause if player does not get it, he does not get it.
Dialog Puzzles
A by-product dialog trees
A player need to follow a conversation down the correct path until a character says or does the right thing
advantage: bring really like people talk
disadvantage: not really a puzzle
Trial and Error Puzzles
player is confronted with an array of choices and with no information to go on.
Need to test each possible choices
Machinery Puzzles
need to figure out how to operate or control the machine
sometimes involve minor trial-n-error.
sometimes logic.
Alternative Interface
can from machinery puzzles to maps
you remove the normal game interface and replace it with a screen the player has to manipulate to reach a predefined condition
Maze
As what you heard is a maze
Gestalt Puzzles
recognize through a general condition.
Interesting fact: the designer does not actually state the condition, instead provide evidence that build up over time.
WHAT MAKES A BAD PUZZLE?
circumstances to fit into the game world.
Is important to suit the theme and setting of the game itself
Restore Puzzles
unfair to kill a player because not solving the puzzle
and only provide the information he needed to solve it
does not give a player to think ahead of time
Arbitrary Puzzles
Effects should always linked to the causes
Event shouldn't be happen because of designer intended to
Designer Puzzles
avoid the puzzles that only make sense to designer
require good testing corps to test out the ideas
Binary Puzzles
a puzzle only have yes or no answer is yield the instance failure or success
should give them lots of choices
Hunt the Pixel Puzzles
the important object in the screen is just too small for notice
WHAT MAKES A GOOD PUZZLES
a puzzle that can be solved, and eventually learned
Fairness
A player should theoretically be able to solve it the first time they encounters it simply by thinking hard enough
Assume he is presented all the information needed.
Appropriation to the Environment
Plopping a logic or mathematical puzzle into the middle of the story is NOT a good way to move a narrative along
The best puzzles are naturally fits into the story
Amplifying the Theme
should not have the player taking actions contrary to the character you have set up
The V-8 Response
A player A-ha! Of Course = Good Puzzles
A player There is no way to solve it, I don't even understand it now, Why does it work? = Bad Puzzles
LEVELS OF DIFFICULTY
Adjusting the difficulty of the puzzle
Bread Crumbs
change the directness of the information you give the player.
The Solution's Proximity to the Puzzle
The closeness of answer to the problem determine the difficulty of the game
True in both psychological and geographical
Alternative Solutions
provide alternative solutions to puzzles to make it easier
Red Herrings
implement red herrings to make it harder
Not necessary to do it
Steering the Player
Responding to the player input that not actually solve puzzles.
Steering the player to the correct path on the true answer by providing small clues
Response should contain little nuggets of information
HOW TO DESIGN THE PUZZLE
Creating the Puzzle
Settings → Characters → General Goals → Different Scenes → Sub goal → Obstacles
Obstacles are the puzzles
Create problems for the player that are appropriate to the story and setting
Think of the character I had created
Think about reasonable obstacles to place in his path
The Villians
think about villian while design puzzle
He is the one who create obstacles.
materials he used is from the environment, clear purpose and it's up for hero to overcome the obstacles
Ask ourselves why the puzzles are there
Player Empathy
the ability of looked into the game as the player does
to determine what is fair and reasonable
Formed ourselves as a player while designing the puzzles
Letting the player know where the puzzles are
SUMMARY
Make sure the puzzles enhance the game rather than detract from it
Use the puzzle to draw the attention of the player into the story so that he learned more about the characters
Don't withhold the information he need to solve the puzzles
Develop player empathy and strive for that perfect level frustration that drives a player forward
Above all, — play fair
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