This time plan displays what task I intend to cover each day over the three week process, leaving enough allocated time for detailed research while having space at the end for an evaluation. By the end of week one, I aim to have completed the character sprites and animations ready to go into Unreal. As the second week begins, I will finish the art side of production and work on programming all of the necessary components within Unreal Engine. In the final week, I have the first half to work on any backlog parts if I'm falling behind but if I'm on track, I can use the time to add more suggestions from peers with dedicating the last half to writing the evaluation and playtesting if any further feedback can be collected. I intend to release a form within the first few days to give people a basic idea about my game so I can ask for suggestions to do that can fill out my timeplan in the early days of week three.
For my first question, I introduced the main idea of the game to see what people thought. The feedback was very positive, with people liking the general idea.
With this question, I received some helpful responses regarding features I could add. A leader board could help the game feel more competitive between players, potentially in local multiplayer or a ranked mode where players would submit a time for a specific tower. People liked the variety of levels I mentioned, with my aim to present uncommon themes to make my game more unique as a selling point to players. I would avoid puzzles in my levels to further indicate the speed theme. If I did include puzzles, they would only be short in order to make the levels beatable quickly. To make levels harder, I would introduce more complex platform mechanics like rotating platforms or deadly pendulums but also more precise jumps where less combinations work, meaning players will have to assess the level structure to figure out their limits.
Out of the suggestions for added controls, I like the idea of a crouch the most as it would make sense for a slime. I could combine this with the charged jump where if the player is holding crouch they get a boost, taking more time but could help make some further away jumps. Since I want the game to focus on speed, I intend to make the player defenceless against enemies, preferring to dodge around them, meaning I wouldn't integrate any form of attack into the slime's move set. The bouncing mechanic was well received, giving the game a unique jump method that could lead to more careful strategy when player's jump, selecting when to bounce up to otherwise out of reach places or choose to do a series of short jumps in quick succession to determine which is faster.
The following questions all were designed to help me narrow down specifics about enemies including design iterations or accessories to make them stand out by adding more detail while considering the 32 by 32 pixel space I've limited myself to.
Responses overwhelmingly preferred the long tail variants, meaning I would decide which ghosts to pick out of the three most popular long tailed ghost bodies.
These were three of the most voted silhouettes. I would say that I'm happy with these results given each face matches the body quite well, with the more intimidating face with the horns and the more neutral faces having more rounded shape language.
A lot of people responded with purple and yellow, meaning I could use complementary colours to my advantage to make the enemy stand out to players more. One response disagrees with the idea of accessories as given the small canvas I'm working with, it might be unclear what each accessory is and end up with the ghosts being too overdesigned. Another response commented on having different ghosts being different colours. I could use this by adding all three into the game and having each one have the colour that fits their expression the most.
Have of my responses wanted the walking ice cream enemy to have a wafer. While nobody voted for strawberry, I could test the others to see how they looked as they still got one vote each. If I plan to build the Neapolitan themed level within the project timeframe, I could make the strawberry a separate enemy to still include it in some way.
This final question was to check if anyone had any final thoughts after reviewing the form. Based off of the feedback, this form was successful as I gained a lot of ideas for what I could include if I have any available time for extra additions and also got me to narrow down the designs of the ghost enemies. Many like the concept for it's unique style, hoping to make plenty of different themes to keep each tower distinct and a breath of fresh air from the last, using mechanics and effects to set the apart from each other.
When thinking about how I want to sell the game, I'm going to avoid any graphic violence illustrated through pixel art and the style of the characters are chibi enough to disqualify some of the more common content descriptors.
Games like Celeste are rated 7 for their mild violence. This could also be for some cutscenes or themes within Celeste and the lessons it teaches, on top of the games natural difficulty.
On the other hand, Jusant has more risk free, laid-back gameplay with no enemies or consequence the game has a Pegi rating of 3. This is justified by the difficulty and serenity that the developers were going for, aiming for a relaxing experience that offers challenge without getting players frustrated or stressed about losing at the same point several times.
Aiming for a younger audience while adding competitive drive by including a ranked leader board, I will appeal to people interested in the fantasy genre.
For the colour scheme, I want to use cold colours for the first tower since I've given myself a mossy, overgrown tower as my first level idea. I'll make the tower platforms a navy blue colour with lighter areas around the outside like Celeste did with some of its tiles. This should work nicely with my idea to make the slime character a light blue colour, creating a analogous set of sprites and tiles that makes the game more aesthetically pleasing. When designing the colour for the enemies, I want to use colour to evoke emotion, making red enemies angry and have quick movement while making other enemies that were sad in expression slower and blue in colour.
Originally, a lot of early pixel art was originally made due to software limitations, but now is considered its own style. I will look at a few different forms of pixel art and which is most suitable for the time I have.
A classic style for retro tribute games is 16-bit for it's varied usage. Whether for chibi RPG characters like Dragon Quest or detailed environments like in The Messenger, its diversity in colour compared to some of the earlier styles make it a go to choice.
The first style I want to look into is 1-bit pixel art. Games like Undertale used this in the battle for simplicity so players knew anything white was dangerous. Only using black or white pixels can help in creating a retro effect and while rarely seen, I want to illustrate a lot of different themes and texture within the pixel art which 1-bit is not suitable for.
Another style is monochrome, or sticking to one colour shade for every sprite. Most often seen in 90's top down games like Link's Awakening, software limitations that caused this meant designs were simpler but could present difficulty when trying to communicate techniques like shape language.
The last pixel style I wanted to look into was a more modern style with 32-bit colours. These allow for greater shading options and depth and I believe this to match the style I'm interested in going for the most.
Medieval usually covers many sub themes like faith, heroes, and medieval structures like spires or castles. While similar to fantasy, this theme tends to focus less on magic and fiction.
Medieval colour schemes can include bright red and blues but also quite drab colours depending on the style. Games like Skyrim have a desaturated palette to make the game more immersive and fitting of the gameplay. On the other hand, Shovel Knight is the complete opposite having plenty of colour contrasts so each character stands out.
In popular board games like Dungeons of Dragons, the gelatinous cube is a common medieval monster. While this could work, I want to make the slime cuter and making the slime more circular may achieve that effect.
Fantasy often features a lot of magic and fictional creatures. Since I intend to inspire my characters off of some RPG classics, it seems like a fitting theme for the game.
Due to how much biomes from different fantasy games can differ, it will be useful to look into when thinking about designing different tower themes like Overgrown, Ice and Clocktower. This is helpful as it creates a diverse colour palette, something that will be easier to achieve with plenty of unique biomes. With each genre, fantasy is most likely the best choice to take most inspiration from given my character theme. Slimes have a lot of diversity in fantasy games and it could be useful to look into when narrowing down the design.
Steampunk is a fictional style blending some Victorian era elements with steam powered technology. This could make my game standout given not many pixel art based steampunk games exist compared to some of my other chosen themes.
Steampunk themes can often be evoked through rusted earthy colours like copper and gold, with some brighter colours like red and blue occasionally seen.
While it would make for a more unique concept, there isn't much representation of slimes in the Steampunk theme. In addition, I believe each of the game's towers would be too similar due to the more concentrated colour palette, meaning there won't be enough Diversity between towers.
Futuristic can cover how life has changed due to technological advancement, sometimes in completely other worlds and planets and others how human advancement has effected the aesthetic and surrounding environment.
Many futuristic games cover a similar palette to evoke the same effect, often a dark colour like black or grey contrasted with neon cold colours such as blue or purple. Slime Rancher shows how fictional technology can be used to incorporate slimes into a more advanced genre. With lots of different slimes to collect, Slime Rancher uses it's simple style to make collecting each individual type engaging.
"A Difficult game about Climbing" is a 3D Adventure Rage title that uses unique mechanics to capture the style of its inspiration: Getting Over It. I was able to find a video and follow the developer's creation process to further understand how he used mechanics when coming up for the idea of a game centered around vertical progression.
At first, he designed the way the player should climb, originally going for hands and legs but then decided on only using hands. This meant the general gameplay was simple but offered a lot of variation in challenges. To make the game more realistic, they added friction to allow for more opportunities to slip up by allowing smaller windows for recovery. Introducing different materials allowed for different objects with real world textures to have distinct friction values.
The developer wanted a checkpoint system, coming up with areas where the player would reach a certain point where if they fell to the bottom they would be reset there. This was first implemented by red hooks that the player could grab.
Later however, the checkpoint system was scrapped as it removed the possibility of being sent back to the beginning that most typical rage games have. They instead created fake checkpoints where further up bodies of water would catch the player's fall, giving the illusion of a checkpoint and matching the intended genre more closely.
To make the game more interesting, mechanics where added like water wheels that rotated depending on where the player is on the wheel and see saw like platforms to create more momentum based challenges and situations where the player needs more careful timing.
To prevent players from grabbing onto objects freely, this section has areas of cascading water where if you try to grab them, it'll send you down, causing the player to need more precise timing.
As the game goes on, the lack of safe spots becomes more and more noticeable. Safer spots are also replaced by physics-related gimmicks to challenge players and apply more pressure, a common level design implementation.
Positive reviews focused on good communication with level design, this could be done by introducing a mechanic early on and introduce supporting mechanics individually before combining into a challenging opportunity for players. Examples of this could be the random objects that have different physics when reacting with players such as girders, rotating wheels as supporting assets and being able to use the momentum to jump across platforms you can grab as the primary function.
Negative reviews cover a range of problems people had, particularly the difficulty scaling in the last few areas. While this can be considered valid, having easy areas leading up to a tough challenge can lead players into a false sense of comfort to add difficulty.
A difficult game about climbing is a rage game targeted towards a wide range of gamers that prefer an intense challenge. Being fairly short, it offers a sizeable speed running community and appeals to a lot of employed players as not much free time is needed. The game is quite linear, deterring explorers but attracting achievers due to the game's difficulty. Demographically speaking, the game doesn't have any real narrative or sound, meaning it might deter older players that pay more attention to in depth storylines.
Celeste focuses on a girl named Madeline who wants to climb Celeste Mountain. The game focuses on tight platforming, unique mechanics top illustrate a further sense of mystery and uncertainty and acts as a metaphor for climbing your own personal mountain.
Next I look into what makes Celeste's movement so fluid by watching Game Maker Tool Kits' video to gain an idea on how to make controlling a character relatable and satisfying.
Celeste features a lot of mechanics that make the game more fun despite it's high difficulty. One example is Coyote Time where the player gets to jump a little after leaving a platform to be more generous.
Madeline can change direction quickly without skidding, allowing players to correct potential mistakes more easily. She also has a lot of air friction, meaning players can land closer to where they want to if their character took a long time to move straight down.
A character's run can be split into three parts: how long it takes to speed up, their top speed, and how long it takes to stop moving after the player has stopped their input. Madeline has a fast acceleration and deceleration, making her less slippery and making the player less likely to fall of platforms, allowing for precise control.
Compared to characters like Mario Bros. 3, the movement in that game leads to a lot of slippery movement, leading to more situations where the player might accidentally run off a platform. Opposites like in Mega Man where there is very little deceleration can lead to stiff and robotic movement.
Celeste has quite a short jump compared to some other video game characters. Meat Boy has a tall lengthy jump, creating a floaty character that paired with a long acceleration, makes for a harder to control character fitting of the punishing nature of the game.
Madeline's jump spanned over 36 frames has a lot of hang time, allowing players to better line-up their jumps for satisfying movement. These frames allow the character to feel animated while also being realistic for a human.
The Dash move allows Madeline to move forward at a high speed for the first few frames of the dash. the player gets some control midway through to avoid dashing into obstacles like spikes.
I intend to have some sort of climb that allows the player to stick to a wall without being able to hang on for long until falling off. This could work like in Celeste where the player performs a wall jump after climbing to gain additional height. The animation of the climb provides expression but also hints to the player that they can only climb for a certain amount of time. Having a hidden stamina metre can be a good technique at getting players to instinctively learn when they're safe and when they should jump to a nearby platform before risking falling off. The game has no UI on screen to allow players to focus on the player at all times.
Celeste has an extremely active speedrun community thanks to the controls of the game being fluid. Techniques used by some of the fastest speed runners like TGH are taught elsewhere in the game intentionally by developers to help players become faster at the game naturally.
One of Celeste's greatest strengths is the level design and unique mechanics. While having a dash is relatively common, diamond icons can refresh your dash, requiring quick reaction time in the air. Celeste uses mechanics learned in the early sections of the chapter individually than combines them into more advanced platforming challenges, stringing together what the player has learned in this area. This allows for lots of possibilities for level design by having a few combinations available.
This shows the process of developing a tile set step by step. Since the tile set will be in a similar resolution to Celeste, I can use this when blocking out the design for the level as a reference for creating texture with my limited canvas size.
Some of the game's biggest success according to others are the controls which are easy to learn, making levels repayable due to the enjoyable movement. By making a few unique controls, I could help make my game more immersive and fluent to play.
The most helpful negative reviews I could find talk about the difficulty of the game. While making a game intentionally challenging to illustrate the games meaning, easing a player into the game by starting small is a good way to develop player skill overtime.
Aimed more towards kids and young adults, the moral message of Celeste regarding overcoming negative effects of fear and stress. This can be seen in sections of the game where she talks to herself and questions her capabilities. Demographics show the game is within the 7-15 range mostly while being challenging enough to attract older more experienced adult players. Since Celeste functions as a life lesson illustrated through the games medium, it has no intended specific location based audience and includes themes of diversity for a modern characters with Madeline showing LGBTQ representation. Having strawberries to collect appeals to Achievers and Explorers using Bartle's Taxonomy, using some additional psychographics like emotional triggers from cutscenes and narrative based components.
Precision platformer Jump King focuses on difficult vertical movement. Despite only having three buttons, the level of difficulty offers a lot of challenge.
Jump King stood out to me for it's sprite style and size as I'll be aiming to achieve a similar level of detail with the characters. Different colours are used to illustrate texture and behaviour.
When hitting a wall, you bounce of it a little while gaining some height. This can be used for narrow jumps to reposition yourself on a higher platform, adding an extra mechanic and a layer of strategy.
I noticed a pattern of games having ice areas reserved for later in the game in more than one example. In Jump King, wind pushes you across the screen which can mess with your jump timing and momentum. Since I'll be making a first level to teach the player basics, I'll stay away from an ice themed level to avoid any advanced mechanics.
If the player collects the coin, they're rewarded with cosmetic boots as proof of their achievement. Other items like the Giant Boots prevent walking, adding a layer of difficulty for those players who desire more of a challenge.
Around halfway up, the player can talk to a shopkeeper to buy some better boots. In order to obtain them the player must collect a coin from one of the crows, adding an optional challenge for players to attempt.
Positive reviews discuss how the intentional difficulty is one of the game's biggest strengths as it allows for a higher level of satisfaction among completion. This can still be achieved in easier games by adding optional milestones that reward the player for their skill. One idea could be to make the levels time based and have the player receive an award depending on how fast they are able to climb each tower (level).
Most of the helpful negative reviews talk about how it can be difficult to measure how far you will jump, leading to making the same mistakes over again and being met with having to restart. One of the reviews suggests a meter to visualise how far you jump which could be useful for the speed of my game to reduce making as many mistakes.
Similar to A Difficult Game About Climbing, Jump King doesn't have many cosmetics or collectibles, but it features some to offer value to both explorers and achievers. It's simple style helps to give it a wider appeal for audiences, but could hinder its performance with younger children because of the precision platforming requiring patience and a high skill bracket. The high price for the length of the game meaning players may avoid it if they have a lower income.
Jusant, developed by Don't NOD is a calming climber game where the goal is to reach the top of a giant tower. Jusant uses innovative controls to help connect what is going on in the game with the inputs on the controller.
By holding the jump button, you can charge a jump for greater vertical height. In a 2D game, this could still be usable but would have more limitations where the player could go.
Since holding buttons for a long amount of time can lead to straining injuries, Jusant provides a set of accessibility related settings that can reduce straining on prolonged inputs.
By controlling the left and right hand while climbing with LT and RT, kinesthetic movement is achieved to make the game more immersive.
In some games, climbing requires little thinking. Players only need to hold one or two buttons usually and the sequence will be over fairly quickly. This is completely unlike real climbing where climbers have to strategize where to move next. To encapsulate real climbing more closely, Jusant uses a few tools to help achieve more depth in the main means of traversal.
Whenever you start to climb, you can attach a rope to a slot in the wall so that if you run out of stamina and fall, the rope will catch you and allow you to recover to where you started to make the climbing experience less frustrating.
You can also use pitons which act as checkpoints. These are self placed items that catch your fall instead of having to go to the start of the rope. You only have three, so you have to use them sparingly in long climbs to match your personal climbing speed, giving players more freedom.
While the rope serves as a great climbing tool, it can also get in the way. It has a finite length, meaning if players don't reach where they wanted to get to by the time the rope runs out, they have to think of a new way to climb around taking a different route. This can lead to situations where you would need to remove pitons that might be holding the rope up in the wrong direction. By removing it, player may have enough rope to now get where they want but creates the risk of falling by essentially removing their own safety net.
Another obstacle seen later are the plant buds that can be used as handholds, but will wilt in sunlight, requiring players to pick up the pace.
Jusant adds pacing and challenges by having obstacles like harsh winds that depletes stamina or moving rocks to make it so that standing still will only waste stamina, requiring quick thinking.
Jusant has a variety of collectables like the shells, which carry sound, giving players auditory backstory on the tower's history.
Jusant's level design has varied split paths to communicate exploration and adventure tropes across to the players. These paths may reward players with collectables that reveal more about background narrative.
While Jusant teaches a lot of physics mechanics like swinging and wall running from rope, there's never any danger since you can't actually die. While this could be seen as a negative, it would completely change the feel of the game that the developers were going for. Developers intended Jusant to be an experience without pressure, allowing for a lesser likelihood frustrating moments. The innovative climbing still allows Jusant to carry pressure and a slight sense of risk, but never too much that it's overwhelming.
The way the climbing controls feel in game was praised by these reviews however one felt to balance the lack of danger more puzzles should've been added to give the game more challenge and substance.
Negative reviews did like the art style, but said that the lack of gameplay was a consequence of making the game more relaxed. To counter this, the developers could've changed the level design to include more danger but that may have spoiled the intended effect.
Developers of Jusant intended for a risk free experience, meaning difficulty isn't a turn away factor because the game is too hard, but instead because it's too easy. Jusant targets a specific audience who aim to simply relax which means player who would be categorised as killers by Bartle's taxonomy. Collectibles like the shells can help explorers play the game by allowing players to discover the narrative, which in turn also appeals to players who are more interested in the narrative aspect. The simple movements make it easy to play for younger audiences, making the rating of 3 more understandable. Jusant is in the 20-30 pound range, meaning lower income players will be less likely to buy it.
For the character, I picture a light blue slime like some of the examples shown. Having a similar ability to the Wubba form from Super Mario Wonder, the player can stick to walls however I want to make it for a limited time so the player can't walk around every obstacle.
Since one of the main mechanics is being able to stick to walls, it makes sense to have one of the enemies move around walls like the example here, being able to orbit around a given platform the enemy is placed on.
To further indicate the idea of danger, I wanted to use shape language effectively by creating a spiky character. Making it round in shape like an urchin or spike ball would allow it to orbit platforms more realistically. Most spiky enemies have no facial features other than eyes but Thwimps from Super Mario World have closed eyes and a face. This gave me an idea to have versions where a sad face would move slower and an angry face would move faster.
Ghosts get plenty of reputation within games. Some have unique mechanics like the Boo where they only chase you when they're not looking.
Concepting an enemy that fits one of the tower themes more since I have some RPG style enemies like I intended. Since one theme I came up with was Overgrown, I could do a sentient moss creature like the Leaf Monster also from The Messenger.
In addition, I could make another themed enemy, Quillshrooms from The Messenger remain stationary and toss spikes in multiple directions, being difficult to avoid in large groups.
While a walking moss monster would fit the Overgrown theme, it wouldn't fit in very well with the Dessert themed tower. To counter this, I can make a variant of the enemy made out of different ice cream flavours instead.
Looking into some mechanics that I could use, these blocks of goo from Super Mario Wonder allow the player to move freely but slowly inside. This was a unique mechanic that work like water, which could allow the Wubba form to move quickly.
This level from Super Mario 3D World shows off different ways spikes can be used. The orange ones follow a chain where one set of spikes is active at a time. The blue spikes turn on and off at once, meaning players are safe on the orange ones as long as they jump over the waves of spikes whereas the blue stay up long enough so that you get hit even if you try to jump.
Looking into some pros and cons, Unity is easy to pick up, offers lots of plugins and tools for developers to use and has a beginner friendly user interface. On the other hand, it could be hard to use since I have no practice with line code. This means that I would favour to use Unreal over Unity so that I don't have to learn a brand new engine for this project.
Pros to Unreal include it's Marketplace with free assets for developers to use, visual code for non-programmers, and I also have some experience within the engine. A big downside to Unreal is the less beginner friendly user interface compared to Unity. Despite this, having some experience in the engine means the positives outweigh the negatives.
Both have a plethora of tutorials for being the most common engines, meaning it's always easier to learn using guidance from other developers rather than starting from scratch without being able to have any help.
I looked into some animations for slimes of a similar pixel size and style to my intended visuals. With the blue slime, it's hard to tell for some of them what exactly the slime is doing. For this reason, I'll add a face for expression to make each animation as clear as possible.
To better illustrate the slime's texture in the jump, I'll include exaggerated squash and stretch to further display the characters weight.
I want the slime character to stick to walls and be able to slightly move up and down. Eventually like in the picture shown, I aim to make a hidden stamina bar that makes the player drop when it reaches zero like in Celeste.
On a form I carried out, more than one person gave feedback about a crouch. Instead of a higher jump after landing, I could do a crouch jump where you jump higher if crouching. This could also be useful to fit in tight spaces for a shortcut.
To block out some of the controls I had come up with before going straight into programming, I made some flow charts to familiarise myself with thinking logically about movement in my platformer.
I designed this chart as being able to crouch was a popular response on my initial idea form. For this flow chart, I implemented the effects of the crouch so that the player can fit under gaps by reducing the collision box size.
This is some basic flow chart logic for a jump. Taking my idea for a super jump into account, I used decisions represented by diamonds to check whether the player is on the ground and when they land, otherwise players could jump infinitely.
This flow chart represents an initial idea of the wall climb. The stamina points would be hidden to the player to allow players to assess the risk of falling for themselves, like in Celeste.
These are some example achievements players may be able to collect in the full game. If I have time, I intend to introduce some of these ideas into the game.
I want to look at some vertical levels from New Super Mario Bros. U and how they use level elements to scale difficulty in different parts of the game. World 2's Stoneslide Tower and World 6's Screwtop Tower are good examples because they are far apart in the game so that the difficulty has scaled up at that point and they both appear in the optional challenges time-based challenges. This is useful for me as I am aiming for quick to complete levels in my own tower climber.
The tower starts with a room with no enemies so the player can understand the mechanic in a non-dangerous space. Spinning on the screws will move the sandy platforms and move other objects like coins. Tiling is used to hide secrets inside of walls.
Enemies are placed out of reach to warn players that they will appear later in the level. The ? Block contains a power-up to give players more assistance.
Using the Ice Flower power-up in this level is helpful for stopping Spike Tops and Dry Bones. A lot of the jumps so far have been simple and not had too many large gaps between them.
To get the middle Star Coin, players must use the screw in the lower area and wall jump up. This is testing players what their limits are with the mechanics. This gives the level some optional challenge for more experienced players.
Moving this screw will show some coins either guiding players or challenging them to collect them before getting crushed. The last power-up wasn't too far away, giving players plenty of chance to get an Ice Flower.
A screw below moves these blocks to the left so the player can reach the pipe but also puts a Dry Bones on the top platform. Three extra lives are placed in an invisible block on the left side.
The pipe takes players to the checkpoint. The checkpoint is just less than halfway through to make the level easier. The player is also introduced to the bigger Dry Bones while trying to climb this set of blocks, combining parts.
More breathing room for the player, a few different enemies spread out between the next screw. The coins near the bottom are placed above invisible blocks so the player can give themselves more room to walk on to make the next jump.
Using the screw will make a staircase to the next breather area. Spike Tops are combined with the blocks for added difficulty.
Another power up to help the player maintain the Ice Flower. Breathing room combined with a Dry Bones which can risk players being too hasty and getting hit.
Players can use the screw to platform up, having to wait for the blocks to align to make it to the top. Like at the start the use of tiling hints to the player that something is hidden in thew wall, in this case a red pipe.
The pipe presents an optional challenge using screws in a new clever way. Players move the block so that the Grrrol can reach the grey blocks protecting the Star Coin. Then the player must get to it while trying not to get hit.
Once making it to the top, players use the screw one last time to open up these long blocks and shoot to the top in one of the cannon pipes, making a simple and satisfying ending to the main level.
At the top is the boss door with two big Dry Bones. A Fire Flower can be collected by using the Dry Bones to bounce up to it. This is intentional as fire is more effective on the boss than the Ice Flower.
The level ends with a Boom Boom boss fight, where he can charge at the player and jump, a fairly simple fight that makes sense as the intended second mini- boss for the game.
In common with the earlier tower, the player is introduced to the new mechanic in a mostly harmless space except there's a pit present to add challenge if players fall. Coins help to guide players onto the screw.
Player is safe at first and introduced to a new mechanic, these red and white platforms that hit enemies when you hit them from underneath. Introducing this early gets players used to the mechanic.
The use of preview UI helps players get moving quickly without thinking about what button could move the platform. Players could tush and risk getting hit or hit the Bony Beetle and the blocks from underneath for a power-up.
Player introduced to Double Fire Bars above them to hint they'll appear later. The Fire Bars are on solid ground to not offer too much challenge this early. Hitting the hidden blocks grants access to an optional challenge.
Players must avoid Bony Beetles by bouncing on Note Blocks and hit the POW Block from underneath to get the first Star Coin, much harder than the first Star Coin of Stoneslide Tower. If it looks too challenging, players can go back in the pipe and give up. Killing all the Bony Beetles rewards players with an extra life in case they are having trouble.
The tower now starts to combine elements by having two screw platforms next to each other with a Bony Beetle in the middle, increasing difficulty. While easily avoidable, creates false difficulty to make challenge seem harder.
Sumo Bro enemy introduced nearly halfway up the tower. Enemies all around the power-up providing less space to breathe.
Checkpoint placed at a similar stage as the Stoneslide Tower. One big difference however is the Screwtop Tower is longer, meaning if you die at the end, you'll be set further back.
After the checkpoint, more elements are combined like Fire Bars and screw platforms. Combining screw platform movement with obstacles is challenging as to move forward, Mario is stuck in position, adding risk.
Optional challenge with two different routes up to the next screw. getting of the lift quickly will avoid the Fire Bar but makes the Sumo Bro a risk. Going past the Fire Bar for coins rewards players with having to deal with the weaker Bony Beetle.
The track that the next platform follows has a Star Coin at the end. To collect it, players will have to go around the Fire Bar and time their inputs on the platform carefully. Players can also wall jump to the coin, a difficult jump but rewarding if pulled off correctly.
Another Sumo Bro that makes landing tricky with the lightning bolt projectiles. more Fire Bars on the way up requiring quick jumps.
Instead of starting with the platform, players instead must find it by following the track. introducing the Fire Bars before the platform removes surprise but adds pressure.
Players have to make a jump across with the Fire Bar moving with the player, meaning it will chase them around the track once they activate the screw platform. Red coin challenge also placed requiring players to earn the power-up rather than just giving one to them in a ? Block.
Note Blocks with a lot of Bony Beetles, player gets some breathing room before this challenge but the screw platform leads into the final section of the level.
Players must use the screw platform to go past three sets of Corner Fire Bars. If timed badly, players could get caught and take damage, requiring more strategic button input.
Level ends with a Sumo Bro on top meaning player must quickly get out of the way to avoid being hit by the Fire Bars or the lightning projectile. If the player realises they're missing the third Star Coin, they can find it by hitting some hidden blocks that create a pathway from where the Sumo Bro was standing.
The Sumo Boss will jump around the platforms and attack using lightning. The player must hit the boss from below and land on top of the boss after the player has flipped him over. Having these platforms in earlier parts of the level helps the player to instinctively know what to do.
This mini mood board features some of the level themes I want to pick from for the project, featuring some sprite art of relevant assets useful for learning how to achieve texture through a smaller canvas of pixel art.
By using various shades of green, a moss effect can be created, butting this texture onto some stone helps it to feel more like moss. The pillar has a pink colour around it to make a flat mushroom for added detail.
It's important to know that I can use smaller collectables to guide players like in the level design of Super Mario however, having too many branching paths with collectables will negatively impact my intended vision for the short sweet levels that encourage speed.
The sweet theme could feature any kind of dessert based mechanics like these cookie blocks that flip when you step on them. Looking into the pixel art collection of sweets I had the idea for a rolling Swiss Roll that would function like barrels in games like Donkey Kong. I also had the idea for a jelly enemy that shakes in fear, then hops quickly around the screen when you startle it, making it hard to avoid if you stick around too long.
Pixel sprites use different lighting techniques to create texture, changing how different objects react with light.
Including a few chests containing coins hidden down difficult paths for more diversity could work but it's important not to put them too far out of the way. This could be fixed by having players teleport further up the tower if they reach the end of a room with a chest.
In this level from Donkey Kong Country Tropical Freeze, the different coloured jelly behave in different ways. The green bounce the player higher up than the purple, and the blue control platforms that come in and out of the background, requiring a more careful timed bounce.
Looking into some sweet themed art of a similar quality to my intended style allowed me to develop an idea of how to create texture with a variety of sweet foods that I may turn into either tiles or enemies.
The autumn theme features a lot of warm colours from elements like mushrooms and pumpkins which could make fitting enemies. The Messenger has chestnuts that fall from trees that can hit you if you're not careful.
The first part of my UI research is to look at what I want on the HUD of my levels, making sure I don't fill up too much of screen while also displaying any important information. Instead of a health bar, a meter like ones seen in A Hat In Time or the Super Mario Galaxy games could be used to take up less screen space.
To add to the theme of fast paced climbing, I want a timer at the top adding up to apply pressure and making the time trial theme more apparent.
Health bars are an important inclusion as otherwise the game would be too easy and adds pressure when trying to climb the tower as fast as possible.
A health bar similar to this style while basic is recognisable immediately as a health bar. I could replace the heart with a picture of the character, which expression changes depending on how much health you have. The lines also help to define how many hits you can take, giving the player a better idea about when to take risks and when they can afford to take damage.
Since I want the game to have some competitive presence, I would add a high score. However, since the timer would achieve this, I've decided not to use one to avoid the screen having to much UI and focus more on gameplay like in Celeste.
A cognitive load is how much information a player can manage in memory, meaning the more information on screen, the less time players are looking at the main focus of the game.
By watching a video on what makes effective UI, I can hope to gain insight on how to set my own out when deciding where each piece will go in the HUD.
Interfaces on a HUD are usually split into two categories: a gauge and a HUD. Gauges are measurable information that would normally be invisible and giving it to the player like coded numbers associated with the player could be shown as health or stamina bars on screen.
The main function of gauges is to help players to understand the current or future state of the game world- allowing them to strategize and make plans.
A good example of making the most of this strategizing is in RPGs like Dragon Quest. With HP and MP, players need to know when the right time to recover is and when to conserve MP till later in the fight. Any buffs or de-buffs the characters have are displayed as icons to the left of them, not displaying this information would make the game focused much more on memory, adding additional challenge.
Another of Dragon Quests UI elements is the health names. While enemy HP isn't visible, you can tell how weak the enemy is by the colour of their name, going from white to yellow, then orange when they're near death. This is applied to character HP also. Without using a spell or ability, players can figure out types of moves by the colour and a symbol. Examples like red do damage, green heals HP, MP or status conditions and blue can provide party members with increased stats. This is helpful to teach the player early on through colour coding to avoid confusion later on in more difficult areas.
Early in development, enemies didn't give players any clue what they were going to do, making movement from the player random. The developers later made a change to add more strategy. Indicators were added to show players what an enemy would do, allowing the player to make more use of the cards they're given and how to use them strategically due to this change.
Previews on the other hand aren't on the screen but instead show players what will happen if they select a certain input. In their simplest form, they're often icons placed over an object telling you what button to press to interact with it.
Preview UI can also be trajectories from an arc such as showing the player's aim or an indicator to show when something is in range of you like a quick time event or lock on to show which enemy you're targeting.
In turn based strategy games like Mario and Rabbids, you can make lines to show where your character will move in the next turn, showing the route they'll take so you can check if enemies will be out of range or if your able to have cover from attacks shown by the shield indicator.
In short, previews are all about warning the player of the consequences of the actions they might take, getting players thinking more carefully about what to do.
Another design technique is visual hierarchy, how a component's importance can be illustrated by font weight, position, colour, or motion to make it stand out. Take the difference between the "Trespassing" markers in Hitman 1 and 2 by example. In the sequel, it was changed to a yellow pop-up that moves into a position and then fades in the text.
While not really used in a 2D Space, diegetic UI helps games feel more immersive. This is when the HUD is integrated into the game world rather than being displayed on a screen. Examples of this like in Dead Space and how the health and ammo are shown by the metre on the character's back and gun respectively. This can help immerse the player more as they are still focusing on the game while paying attention to important values at the same time.
Temporary UI is a useful substitution to this for more immersion. sometimes health bars and combat related UI will only appear when the player is near an enemy, allowing for exploration to carry a different feeling.
These are some hypothetical templates for what the level select may look like once you select a level. It would feature some visuals with varying symbols at the top that would be coloured in if you completed them. You'd be able to view what time you needed to finish the level so I changed the early design to be able to fit some text with the proper specifications, meaning the player doesn't need to press as many buttons to access all the information on each level. I decided the left most iteration was the best choice as it gave detail on the timer challenge while leaving enough room for multiple chest symbols for each one the player finds. Removing the symbol for the "without getting hit" achievement and instead replacing the symbol with an upgraded version of the star received for completing the level frees up more space and reduces cognitive overload.
Before I started designing the level within Unreal Engine, I had already developed the idea of a tileset with all the necessary pieces I needed, including corner tiles, moss tiles, and decorations like vines, pillars and bricks that wouldn't have any collision and would serve as background assets. While sketching out an initial design, I included a lot of branching paths as it can give a level where the main objective of the level structure is to climb to the top as fast as possible. Greater replay value can be achieved by adding optional paths, as players can determine for themselves which routes are the fastest. By having the level built almost entirely around multiple routes, there's plenty of combinations which makes the leaderboard more competitive, as trying different routes might give you a faster time. It also would take more time to master a specific level as players may have to perfect multiple routes to get an impressive score.
Making another section of the level, I focused more on expanding the split paths idea. On the first branching path, the left is quicker to get up but is more dangerous by the step up immediately being spikes rather than a safe area. Since the left route was more dangerous, I made it safer with the next branching path following the second enemy type. By making the enemy rotate around the platform clockwise, it will be moving against you if you take the right path, making the player have to switch routes from right to left if they want to take the safest route, meaning you're less likely to get hit however switching paths makes the player more likely to end up with a slower time when they make it to the end.