Saturday, May 22, 2010

Level 3-2 Mockup

Here's the second portion of level 3, the lava caves! It's going to have the same sort of concept as level 3-1 with the seamless tiles for floors and walls. I think that there are possibilities for some fun problem-solving in this level as my intent is to have switches to raise/lower the magma levels in order to gain access to items and doors. Add to that the red laser weapon from level 2 to unblock restricted areas, and the Ghost Vision ability (which will let the player see objects and enemies hidden from normal view) in level 3-3, and the game should end up with a pretty good mix of puzzles! Fingers crossed.... :)

Level 3-1 Mockup

I decided to try something a little different this time around. Typically, I've done sketches of the layout and rooms on grid paper to figure out placement of blocks/items/enemies. It works great for the design of the level, but not the atmosphere. So, I decided to put together a quick sketch to see how this part of the game might look. It will be different from the first two levels in that there are no individual/carved blocks for the floors and walls, instead I'm going to try coming up with a randomly generated seamless tile. There were a few elements in level two that were generated randomly (blocks and plants specifically), and I think the result was kind of fun, so I'll continue that trend here and see how it goes!

Monday, May 17, 2010

And now for something completely uninteresting....


I put this together mainly as a result of a game design expo that I had the privilege of attending recently. One of the guest speakers (Matt McLean from Obsidian) was truly exceptional, and the comment that most stuck out in my mind from his speech was that "you can never show the control scheme for a game too much. Even if it's in the instruction booklet, chances are it won't be seen."
And just like that, a little piece of my heart sank. I had spent a few months worth of evenings putting together the art and layout for a true retro style instruction booklet to help reinforce the old-school vibe off my current game! His point is completely valid...I never really read those things as a kid for the instructions, it was the art I was after, and even now, I may take a quick glance through them, but never really pay much attention to the controls. So, my solution is to replace the current pause screen with this diagram, and hopefully avoid leaving the player frustrated or wondering what button does what exactly.

Monday, May 3, 2010

Squidephant Wallpaper!

I needed to do something to get my head out of game-code mode for a little while, and I thought that a perfect way to do that would be to make a couple new wallpapers for the site! After going back and forth on a few different style directions, I figured that the most suitable thing to do would be to make things that look like Mayan jewelry to represent the bosses in the game. Sure, I started out of order with the second boss, but he (and his level in the game) have been ingrained into my mind for the past six months, so cut me some slack already! Next will be the Skull Demon :)

Saturday, May 1, 2010

New Game Images!

I posted some pics not too long ago as level two was in the middle stages of being done. The level is more or less complete, but will need some tweaking here and there before it's up to snuff. While the code is plugged away on, I offer you these new in-game images:


The gamefile is available for downloading from the Adventure Apes' site. The site itself is looking kind cluttered and dated, so I'm hoping to have a new looking site sometime in the near future as well. Right now, I've just kind of been throwing stuff in there as I update the game instead of keeping is tidy and organized. So be on the look out for that too!