I am incredibly excited that my game got chosen to advance to the second stage for pitches. I think my game has a lot of potential but I still need some inspiration to bring the whole idea together. There are a couple things that I want to think about:
- The art style
- Perspective
- Music inspired gameplay
- Co Op interactions
- Interesting Platforming Elements
- Platforming Level design
- Combos
- Special Ways to Use the Controller
And of course how to make it all fun. Last night Scott sent me an email confirming that we can use guitar peripherals and drums with the game. That was the first technical hurdle to the game. Now Scott is going to have to think about how to implement the musical elements to the players.
Leaping that first hurdle is incredibly exciting and it allows us to think beyond the basic mechanics of the game. Now that we know we can perform the basics, we have to think about the rest of the game.
I played a couple games last night for inspiration:
Sword and Soldiers - This game is described as an entertaining 2D strategy game. I wanted to play this game mostly for the 2D art style and the animations. I think the game does a great job with the 2D style. There are layers giving a good sense of depth and the weather effects make the world look more open than it is. The characters are very simple and the animations are barely anything more than a slash. I really like the bright, comic book-y look of the game. I think we could make some good looking characters that look similar to this. It will be a lot easier to animate and I think it will be more visually appealing. I really like the squat characters as well, I think proportional characters look funny in most platformers.
Castle Crashers - Castle crashers is a 2.5D hack and slash game. I wanted to take a look at that game for the fighting mechanics and the set piece sequences. One major limitation of our project is that given the control system, our game is limited to a strict 2D with no depth movement. Castle Crashers has this depth but I still think that it pretty similar. Although we've been talking about reducing the fighting in the game, Castle Crashers is a great basis to go off of. The game looks fun and hectic as players try to eliminate all of the enemies.
Castle Crashers is known for it's hack and slash elements but I think that the biggest element to draw from are the set pieces. There are a couple "special" sequences in the game that are a break from the normal gameplay. Usually played out as boss battles, these sequences are intense and very different. I'd like to implement similar "special" events in our game. I can imagine boss battles, chase sequences, or power build up periods that could be made more interesting.
Super Meat Boy - Super Meat Boy is a very recent platformer. When we were thinking about the controls of the game, we realized how compelling the platforming elements could be. The game is a hardcore platformer but the game really nails the abilities of the character
The level pictured is one of the early levels of the game. Very early on, the player has to use the character's abilities to advance through the level. The player has to use the wall sticking mechanic to advance. You try over and over again to complete the level without using the unfamiliar mechanic but you finally realize you have to. The level design of SMB is great but I think we have to think about what our characters can do before we think about where they are.
Trine 2 - The trine games are 2D action platformers. I was able to pick them up very cheaply with the steam summer sale so I gave them a try. Our game is basically an action platformer so I figured they would be a good place to look for inspiration. I am not really thinking about a completely 3D wold for my game but I think we can draw ideas from the game. Trine is 2D game that gives the appearence of 3D and it does a lot of this with it's production value. Trine 2 looks great and the little effects in the game really make it stand out. In one of the first moments of the game, the player walks in front of a fire and their shadown is projected onto the wall behind the character. For a 2D game, that effect was shocking. Trine 2 takes the 2D space to a different level. If we are talking about production values, this game is something we have to think about. Shadows, layered depth pieces, light effects and more - if we have the technical and artistic ability, I'd love to get some of this stuff into the game.
Fret Nice - Roger mentioned this game after I gave my first pitch. I had never heard of the game but it employs the mechanic of controlling the game with a guitar. Fret Nice is a platformer controlled with a guitar, much like the game I pitched but I think this game gets it wrong. First of all, the controls are insane. I think that the people designing the game got too caught up on linking the gimmick to guitar hero and forgot about actually playing. Playing this game with a guitar, you feel like maybe the developers were using a controller the whole time, then threw the guitar on there.
One of the most annoying parts of the game is that you have to raise the guitar to jump. There is nothing intuitive or practical about making jumping difficult in a platformer. The game also employs a mechanic where you play guitar notes to kill enemies. I think this mechanic is cool but when you do it over and over again, it gives annoying. I don't think game controls should be annoying, they should help you get into an experience or they shouldn't even be noticed.
There were some interesting mechanics used in the game though. I think that Fret Nice played on the guitar mechanic too much but special jumping sequences or attacks with guitar riffs could be interesting in our game if they added to the game. I want the players to feel more power using the guitar or drums rather than less power.