I'm an aspiring Games Designer, who wants to improve my overall skills, discuss interests and gain feedback. Please feel free to criticise and discuss. Also visit: Anthony-Rowe.com for more information.
Tuesday, May 10, 2011
Rox9 and The Orb Collector (Suitable for Colour Blindness)
Tuesday, April 5, 2011
So, What's Next?
The Orb Collector (Friend Feedback)
After posting the game to some friends, I received some interesting feedback. The game had to change drastically. Here are some of the points that were brought up:
- This game cannot be played by people with colour blindness
- The bullet shouldn’t be the same colour as the orbs
- Add the text ‘Password’ above the actual password
- It’s too hard
- Use the keyboard to skip to the next screen, because jumping from mouse to keyboard is tricky
Colour Blindness
A friend brought up the fact that he could not play this game due to colour blindness, which is something that I didn’t think about. So after looking into the condition I found out that there were many classes that affect various colours. This was a problem, because I didn’t want to exclude anyone.
I thought of a solution to this problem. Seeing that there are different types of colour blindness, why not add shapes inside the orbs to make them more distinctive? For the Yellow Orbs I added a thick black line running through the middle; the Cyan Orbs were left alone and a dark circle was added inside the Magenta Orb. I was worried that the orbs were too small for any detail to be seen, but my friend approved of the idea. There were still issues with the three colours, because he can't tell the difference between Cyan and Magenta. He later sent me three colours that are more distinctive and aesthetically pleasing.
So in the next few weeks I will adjust the game and make it suitable for this condition.
Adjustments for Colour Blindness (Fig 2)
Cyan Bullet, Cyan Orb
This is a problem that I did not intend on fixing, but I do agree that it’s a nuisance. This will be fixed though, as the Colour Blind version will have three different coloured orbs.
Password?
A random number after each level can be confusing and could possibly be mistaken for the score. I added the text above/ below each password, so no one makes this mistake.
Too Tough?
People brought up the fact that it’s a hard game, so I have made it easier, especially in the green area that contains toxic gas. Some of those levels required pin point accuracy because the timing was too tight.
Skipping screens with the keyboard
This is something I really agree with, especially considering that some levels start with a mutant charging towards you. I haven’t added this feature, but I have delayed the charging mutants.
What’s Next?
Originally, I wanted to start a project using XNA. but instead I'm going to adjust an old Flash project, and then create a new Flash game. The reason for this is that I want to create a few completed Flash games before I jump into another language (C#). XNA is completely different from Actionscript 2.0 and it would be tricky alternating between the two. I have recently found out that XNA 2.0 is now redundant and that I will need to learn XNA 4.0. So this will make things harder.
When I do make the jump into XNA, I will most likely re-make one of my Flash games, because the blue print is already drawn out.
New Flash Project
The gameplay is still uncertain, but the next project will be based on an old character I created, back when I was 14 years old. His name is Rox9. The game will still be based in ‘The Orb Collector’ universe, but many years in the future. Humanity is worse than ever and multiple gangs have taken over the land.
Below is an old, rough animation that I made many years ago (2004):
In my next post The Orb Collector should be updated; a newer version of an old project should be completed and I should have some concept art for the Rox9 game.
Monday, February 28, 2011
The Orb Collector: Uploaded
Friday, February 11, 2011
The Orb Collector Update (Part 3)
The game is very close to completion. All 25 levels have been created, the gameplay mechanics are complete and all of the sprites are satisfactory. I'm still missing the audio, but this is something I want to plan, when the other elements of the game are 100% complete. A work colleague has offered me his services and after listening to his audio portfolio, I am more than happy for him to design the music and sound effects.
The only remaining tasks are:
- Adjusting the passwords (they are very predictable at the moment)
- Pre-loader
- Edit/ input text before each level
- Implement the audio
- Implement the mute button
- Add a pause feature
- Trim down the project in size
- Beta testing stage
My desk during the creation of the art.
As promised I’m going to upload the images that were going to be used for the game’s introduction. These images will be used for the introduction, to explain the gameplay, but if they drastically increase the size, they'll have to be scrapped from the project. I want to keep this game's size below 10 Megabytes, so the project can be uploaded to most of the Flash websites. I have found out that Newgrounds.com allows Flash projects under 10Meg and Kongregate.com allows projects under 20Meg. So far The Orb Collector is around 4Meg, so hopefully the audio doesn't increase the size too much.
Here are the images:
The Orb Collector (Image 1)
Wednesday, January 12, 2011
The Orb Collector Update (Part 2)
The fun has stopped, I have recovered from the chocolate overload and I’m back in work mode. I’m more than happy with the progress of this project. A target of 25 levels has been set and I have created 10. After creating five levels I was a bit worried that the game would become boring, due to the lack of new features or challenges to keep the player interested. To overcome this I have split the 25 levels into 5 different areas and each area has a different colour set.
- Area 1 – Black and Grey
- Area 2 – Blue and Black
- Area 3 – Purple and Black
- Area 4 – Green and Black
- Area 5 – Red and Black
Each of the five areas will have unique challenges for the player to overcome. This will hopefully keep the player’s attention, so they will keep coming back for more. Some of these features include:
Enemies that move incredibly fast, but if the player shoots them, they will freeze in position. The enemies will still be dangerous in the frozen state, so the player will have to freeze the enemies in specific places for them to progress through the game.
There will also be a lava chase level, this has been done many times before, but I think it will fit in well with this game.
During Area 4, there will be a poisonous gas on the lower half of the level and if the user falls into it they will have to keep rising to the top to refill their air gauge.
A new screenshot of the game (Fig 1)
Audio
A key element that is missing from this project is audio, which is underrated in games. Getting the mood right will be essential when immersing the player and a good sound track will help this. Even though it’s a side scrolling platform game, I want the audio to be eerie and mysterious.
This title also needs sound effects for the following:
- Shooting
- Dying
- Killing the enemies
- Button presses
- Jumping
Intro and Ending
For a game that only spans over 25 levels, is it necessary to have a story? Even though this project is small I believe it is. There is a very basic storyline, which gives the game some meaning. I have created some stills for an introduction/ ending, but it will be decided closer to the end if they’ll be implemented in final game. Either way I will post the stills here for everyone to see.
Tuesday, November 30, 2010
The Orb Collector Update (Part One)
In the past month I have started to program “The Orb Collector”. I have been busy with my job (yet again), but I have managed to stay organised and work hard on the project. There are many elements of the game which I have completed, but there are also new problems that have arisen. I’m going to talk about what has been accomplished, what new problems I now face and what new elements will be added.
The Projects Progress
At the moment I am feeling positive about the progress of this project. The following features have been completed:
- The Start Screen
- The Options Menu
- The Credits
- Game Play Screen
- The Objects within the Game
- Player’s Animations
- Player’s Actions
- Enemy Animations
- End of Level Trigger
- Enemy Attack
- Player’s Attack Action
- Scoring
- Key Pick Ups
A new enemy has also been added to this project (Fig 1). I found that the game needs a floating character to give the enemies more variation in attacking styles. This character floats up and down, so it is not the most original idea but it will be beneficial to the game.
The New Floating Enemy (Fig 1)
Because I have had a break from Flash, it took a day to get used to it again. Little things have slowed me down, just because I’m slightly rusty when using Actionscript.
Problems I am Facing
Whilst building this game new problems have emerged. There are three problems that are preventing me from progressing. After I figure out how to overcome these problems, I am confident that I can go onto creating more elaborate levels. I am hoping to create twenty levels in total. The three problems are:
- Having five more of one orb, than the other two, kills the player.
- Have the VCam follow the player correctly, because at the moment there are a few problems in the way it follows the player.
- The player sinks into the floor after jumping or falling from a height.
The following features will be added or adjusted:
- Enemies will now kill instantly, instead of infecting the player.
- As mentioned before, a new enemy has been added (Fig1).
- An introduction will be added that consists of still images.
- There will be an ending that will consist of still images.
- A password feature will be added, so the user can skip the levels they have already completed.
You can tell from this picture, that this is where I spend most of time since starting this project, plus I drink too much coffee.
Sunday, October 31, 2010
New Project (The Orb Collector)
During the past two months I have thought of three solid gaming ideas that I want work on, but deciding which to work on first was the toughest task. In the end I decided to work on a game called ‘The Orb Collector’. This is a one player, platform game, which will be created in Flash.
Basic Storyline
A researcher named 'Zimmer' has been issued a dangerous task, on an earth ravaged by chemical warfare. Human existence is in decline due to the high amounts of poison in the air. Zimmer must search for surviving plantation that can be used to purify the earth’s air.
A spaceship named 'The RoX9' drops Zimmer into high risk environments, where time is of an essence. He has to locate the specimen, collect it and then make his way to the ship. This sounds like an easy task, but in his way are clusters of poisonous orbs and dangerous creatures.
There are three kinds of orbs, which are three different colours; Cyan, Magenta and Yellow. Zimmer must try to avoid these orbs, as once touched they will infect and absorb into him. If untreated, Zimmer will die, but he can neutralise this poison. To do this Zimmer must keep his poison levels equal. If the poison levels are not equal, Zimmer will be denied access to the ship and if Zimmer absorbs too much of one orb, he will die.
Also, there are three types of infected. These creatures are infected with one of the three orbs, if they hit Zimmer, he will be infected with 3X the amount of that poison. The user will be able to tell what type of poison the creatures are infected with by the colour of their eyes.
Types Of Infected
Wall Hanger – This creature hangs off walls and tries to swing into the player.
Zombie – This creature is brainless, but walks incredibly fast and jumps at the player. If this creature touches Zimmer, he will get infected.
Spider – The spider has long legs, if they touch the player, they will be infected. This creature will try to swipe at the user.
Concept Art
Title Screen (Fig 1)
Game Layout (Fig 2)
Game Layout (Fig 3)