Sunday 13 January 2013

Mechanic Development: Prototype DESTONY

After creating BlueBOX platformer which was a very basic platforming game which I managed to code myself, it was time to test out the same game fundamentals with more polished art to see if it really makes a difference, so I used the art assets of the concept art and created new assets to polish the game and see how it comes across.

Creation of Level 1: replacing old art

In order to get the new game with the new art running, the process consisted with changing the art assets that were embedded within the movie clips and replacing them with the newer assets.

Creation of Level 3: shifting platform positions

Here I was changing the assets within Level 3 and adjusting the Vcam within the game.

Creation of Level 6: duplicating platforms


This was adjusting level 6 which had the most platforms so took the most amount of time to adjust and change.

Menu Screen: much more vibrant

As you can see the opening screen is a lot more vibrant and catching than the blueBOX Screen.

Rules Screen: less busy and more simple

The RULES screen is also a lot more vibrant and the design is lot less in your face than previously.

In Game Testing: The game played quite differently

Overall, when playing the game with the new graphics, I noticed a lot of differences within the gameplay, the character felt different when moving around and the whole game experience was a bit more versatile.

You can play the actual game with the link bellow:

Destony Platformer Game Link


Upon evaluating the whole game experience, it was obvious to me that the graphics do effect the gameplay, the character moved around differently and the game gave a different vibe when being experienced. Because the ground is formulated by relating the main characters spacial surrounding and then combining that with the floor, you often can get glitch effects within the interaction of the two objects within the game.

This I found to be particularly true within Level 6, when the character tries to jump on the various platforms, you can see how the character is effected by the angles of the platforms and how he doesn't just travel directly upwards.

Overall, the game does play differently and looks a lot more polished, although from my evaluation I feel it is fair to say that the overall gaming experience is pioneered by the gameplay and primarily how the game has been programmed, which is what I really want to focus on in more depth within the 2nd semester of this project. Overall, I am happy with the transfer and how I learnt so much from this process and it is time to use what was learned a create a new developed experience. 

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