Ninja Platformer

Genre- This game is going to be a action platformer 2D

Gameplay- A platformer where you have to get to the end of the level by sneaking/evading you score points based on how fast you make it through You can collect hidden/guarded treasure and the more treasure you collect the higher the score you get.

Look and Feel- pixel art with a fast paced feel

Story- You are a ninja that has to collect treasure from the enemies

How to Play- You try to speed through the level as fast as you can while grabbing as many things as possible

Making A UI

I learned how to make a useable UI . I learned that a UI has to be a global object so that it doesn’t change while moving the screen or to different screens. Another thing is to make a start menu to take you to the UI screen.

Feedback:

Ghost Shooter Feedback

https://cooper-t-w.itch.io/ghost-shooter

Summary

  • The game that I made is the Construct 3 tutorial “Ghost Shooter” game. In this game you have to kill as many of the ghosts that you can before one of them touches you. Each ghost takes 5 shots to kill and you get killed in one.

Logline: Player shooting ghost that are trying to kill you for points.

Goal: The goal of the game is to get as many points as you can by killing the ghosts before you die.

Questions

  • What can I add or change to make the game more fun/better.
  • What was fun about the game

Peer Feedback

Game Analysis: Sea of Thieves

Sea of Thieves / A Little Damaged (Alt)
“Sea of Thieves / A Little Damaged (Alt)” by Stefans02 is licensed under CC BY 2.0

Summary

  • I analyzed Sea of Thieves because I have been playing it a lot recently and I think that the game is very fun.

Game Play Analysis

Formal Elements
The Basics
Name of the gameSea of Thieves
The platformPc/Steam
Time played (should be at least 30 minutes)2 Hours
If you could work on this game (change it), what would you change and why?I would make it less buggy and a little more understandable on how to find quests.
PlayersNOTES
How many players are supported?4
Does it need to be an exact number?nope it can be 1-4
How does this affect play?You get different types ships with different amounts of players.
Objectives/GoalsNOTES
What are the players trying to do?Get Loot/Gold and deliver it to a outpost. There are also other ships in the seas that can take your loot and sink your ship or you can alliance with them.
Rules/MechanicsIn the beginning you want to get your flag of a certain emissary of the quest that you are going to do. Then you want to chose what quest you are going to go on. Then you set your sails and head to the island with the treasure dig it up where it is on the map. Then safely get to an outpost and sell your treasure.
ControlsNOTES
What controls are used?Keyboard and mouse/ wasd
Was there a clear introductory tutorial?Yes
Were they easy to understand or did you find yourself spamming the controller?I think that it was pretty easy to understand most things but there were some things that just weren’t explained.
Resources & Resource ManagementNOTES
What kinds of resources do players control?Players control the ship and how much treasure yo want at a time and how much you want to risk.
How are they maintained during play?You can chose what to do with the treasure and where you want to sell it.
What is their role?The Resources give you money which you can buy quests and cosmetics with.
Game StateNOTES
How much information in the game state is visible to the player?Most of the information is visible to you it can be hard to understand it though.
SequencingNOTES
In what order do players take their actions?It is all real time and very fast paced.
Player Interaction There is a lot of types of player interaction in this game. With your team you have to coordinate who is shooting the cannons, rotating the sails, and steering the ship. If you happen to find other people then you can just avoid them you can talk to them and share treasure and work together, you can form a alliance where you share the gold that you get for the loot, or you can battle it out and see who’s ship sinks first.
Theme & NarrativeNOTES
Does it have an actual story structure?It has somewhat of a story structure in the “Tall Tales” which are longer quests that take you all over the map and give you a story that you have to follow to find the treasure, and there is a story in that. But there is no overall story or campaign.
Is it based on a historical event (or similar)?It is not based on a historical event but pirates did exist.
Does the theme or narrative help you know how to play?Yes, because you are pirates you can act like pirates, like pirates attack other ships. The quests never tell you to attack other ships.
Does it have emotional impacts?It can if you have been grinding a boss for hours and getting good loot and sailing the seas and you just get sunk and all of that loot that you had collected is gone and you can’t get it back it does make you sad.
Also, look for en media res (does it start in the middle of the game)?It starts you on an island with a tutorial and then you get into the action so no it does not start in the middle of the game.
The Elements in MotionNOTES
How do the different elements interact?There are so many interactions in this game because you need to set the sails in the right direction and you need to steer and you need yo face the right direction.
What is the gameplay like?The gameplay is very fun and jarring. It is jarring because at one moment you can be sailing the peaceful seas and a megalodon attack’s you or the kraken, or a ghost ship. You really never expect it and it startles you and you have to react.
Is it effective?I think that it is effective all of the pieces in motion feel very smooth and very fun.
Are there any points where the design choices break down?I don’t think that there are I think that it stays pretty consistent with its self .
Design CritiqueNOTES
Why did the designer make these particular choices?To make the game more fun and interesting.
Why this set of resources?To make something different and feel like you really are sailing the seas.
What if they made different decisions?I think that it would have changed completely because I think that the art style fits the game and pirates cant be to serious because then it isn’t fun.
Does the design break down at any point?I don’t think so.
Graphics & SoundNOTES
Does the game art pair well with the mechanics?I think that the art pair perfectly because if it is a super realistic it makes it less funny and and goofy which fits the theme of fantasy pirates more than gritty dark realistic and violent, in my opinion
Did you find any bugs or glitches?Yes, there are many bugs and glitches but they are not very major and can be overcame pretty easily.
What about sound?I think that the sound also fits the game pretty perfectly you can play your own music there are special sounds for shooting different things, there are triumphant sounds when you beat some thing and sad and dark sounds when something bad happens or is about to happen.
Can you spot any technical shortcuts?Not really.
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:
What challenges do you face, and how do you overcome them?You need to find the treasure and safely bring it back to the outpost and you need to protect the treasure from enemy pirates ghost ships, megalodons, and krakens. You can beat these by either thinking of a clever way to out maneuver them or you can brute force it and fight it out.
Is the game fair?Not really, but i think that being a pirate isn’t fair. Much more experienced players with destroy you so you just have to hope to be lucky. But there are no ways to get a better ship or weapons its just cosmetics and better quests.
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?I think that the game is very repayable because you have to rank up your traders to become a pirate legend which unlocks tons of harder quests and better loot.
What is the intended audience?I think that anyone can enjoy this game.
What is the core, the one thing you do over and over, and is it fun?The core thing is to search, sail, battle, and loot. I think that these things are very fun and i could do them all day.

This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/

Resources

Books

Mr. Le Duc’s Game Analysis Resources

Game Design – Week 14 – Intro to Analysis

“Judy Garland, Hedy Lamarr and Lana Turner” by classic film scans is licensed under CC BY 2.0

“Analysis gave me great freedom of emotions and fantastic confidence. I felt I had served my time as a puppet.”

Hedy Lamarr

SUMMARY

  • I learned more about game design and how to analyze a game. I also learned that I hate Edgenuity.

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

  • Set a timer
  • Spend 15 minutes in this ‘room’
Image from bananatreelog.com
  • I think that I am doing well in staying safe , but I think that I need to exercise more.

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned a lot about Hades just by playing it and talking about it. I also learned how to analyze a game.

Game Analysis Worksheet: Hades

Summary

  • I chose Hades as my game because I really like it and it is a type of game that I really enjoy.

Game Play Analysis

Formal Elements
The BasicsNOTES
Name of the gameHades
The platformWindows/Steam
Time played (should be at least 30 minutes)1 hour
If you could work on this game (change it),what would you change and why?If I worked on this game I would not change much i think that this game is almost perfect. If I were to add anything i would add a separate mode where you can go forever and infinitely scale, and a mode were you can play with ONE other person just as a experimental thing.
PlayersNOTES
How many players are supported?One player
Does it need to be an exact number?Yes
How does this affect play?It is a single player game. I think that this doesn’t affect the play if anything it makes it better because it was meant to be played this way.
Objectives/GoalsNOTES
What are the players trying to do?The player is trying to beat hades the final boss. You will need to fight many bosses and get a lot of upgrades to your character.
Rules/MechanicsIn the beginning before you start you pick your keepsake which is something that you keep for the entire run ( unless you change it after a boss) that buffs you and you upgrade it permanently by getting through stages. Then if you have killed hades then you chose what heat you will do which is a difficulty setting before you start. When you start the run you start with nothing and when you spawn one random boon ( a upgrade that you keep for the entire run) and then you start by killing about 2 enemies then you go through a doorway which is labeled by what you will get next. After you go through a certain amount of gates you will fight a boss that gives a permanent material and puts you on the next stage of Hell. You will have to fight 3 different bosses until you get to the Hades stage then you have to find the bag for Cerberus. Then you fight Hades.
ControlsNOTES
What controls are used?WASD, E,Q,1, M1, M2, SPACE
Was there a clear introductory tutorial?Yes
Were they easy to understand or did you find yourself spamming the controller?I found myself spamming because I didn’t really know how or when to use may ability or dash
Resources & Resource ManagementNOTES
What kinds of resources do players control?You get to chose between two rooms that are random with a boon/upgrade that you pick , you get to chose the specific upgrade that you get from the boon / upgrade as well, you get to chose your keepsake, and you get to chose your weapon that you use.
How are they maintained during play?You will always be able to pick between what rooms you want to go in, what boons you get, and what upgrade from the boon.
What is their role?Boons are a gift from the gods that give 3 choices of upgrades that relate to the god. You will get to keep the boons for the entire run.
Game StateNOTES
How much information in the game state is visible to the player?In the game you know your HP, how many lives you have, how many boons, what boons, and how much money, what boon you will get from the next room, and when you will fight the boss
SequencingNOTES
In what order do players take their actions?It is a real time game and you react to what the enemies/bossed throw at you.
How does play flow from one action to another?after you kill the enemies in the room either more spawn or you are able to open the next door.
Player InteractionYou have direct conflict with the enemies in rooms and they attack you and you want to attack them. You also can negotiate/ trade with npcs that will give you a boon for money or they will give you extra health for less damage.
Theme & NarrativeNOTES
Does it have an actual story structure?Yes, you are the son of Hades and Persephone and she is in the over world and you are trapped in Hell and trying to escape but Hades is trying to stop you. Through out the game when you are no doing a run you can be talking to NPCs that evolve as you complete the game or talk to them more. You also have conversations with the gods and can give them nectar and they will help you and give you stuff too.
Is it based on a historical event (or similar)?Yes, kind of. It is based on Greek mythology and you interact with the gods throughout the game.
Does the theme or narrative help you know how to play?Yes, in a way. interacting with NPCs will might give you a new item or a new quest to get more stuff. Interacting with the gods is only way to get boons so the theme does help you play.
Does it have emotional impacts?( Spoiler ) Yes, when you beat the game there is very happy music and you walk into the over world and see Persephone, after you talk for a bit your body starts to die and you are transported back to Hell where you have to fight through the floors again to talk to your mother
Also, look for en media res (does it start in the middle of the game)?Not really, you start by having a dream remembering Hades talking about Persephone and how she is your real mother and then you remember needing to meet her and then you start the game on the bottom floor of Hell.
The Elements in MotionNOTES
How do the different elements interact?It is a Rouge-like game and your character gets stronger over the course of the run and when you die you restart.
What is the gameplay like?It is a top down at a angle. It is very fast paced game when you are fighting things but then you will have to be very smart about what upgrades you want and how you want to combo them.
Is it effective?Yes, I love this game a lot and I think that everything that this game is trying to pull of is effective.
Are there any points where the design choices break down?No, I feel like the design is consistent all the way through and is fun all the way through.
Design CritiqueNOTES
Why did the designer make these particular choices?I think that the designer made some of these choice to make the game more accessible to non rouge like players who don’t like the RNG factor.
Why this set of resources?I think that they chose this set of resources because anyone can enjoy it.
What if they made different decisions?I think that if they made different decisions it wouldn’t be as good of a game because I think that they made all of the right choices at the right time.
Does the design break down at any point?No, I feel like the gameplay is strong even after playing the same floors over and over again I think that it is very hard for this game to get stale as long as you keep getting better.
Graphics & SoundNOTES
Does the game art pair well with the mechanics?YES, this art is so good the style fits the Greek theme perfectly.
Did you find any bugs or glitches?Nope.
What about sound?I think that this game has some of the best music that I have ever herd from a game
Can you spot any technical shortcuts?Nope
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:
What challenges do you face, and how do you overcome them?I have challenges as I increase the difficulty and I over come them by learning new things and getting better gear.
Is the game fair?Yes.
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?I think that this game is very replayable because that is the whole point of the game to be replayed.
What is the intended audience?I think that anyone can enjoy this game.
What is the core, the one thing you do over and over, and is it fun?
The core is to upgrade your character and beat Hades. It is so much fun.

This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/

Resources

Books

Mr. Le Duc’s Game Analysis Resources

Game Design – Week 13 – Changes

“The successful free to play games are selling positive emotions. Not content.” – Nicholas Lovell

“It should be the experience, that is touching. What I strive for is to make the person playing the game the director.” – Shigeru Miyamoto

SUMMARY

  • I wrote a lot about Romeo and Juliet. I learned more about game design

PRACTICE ROOM (TUTORIALS)

Screenshot from Sololearn.com

I got to the “while loop” assignment

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Extra Credits Channel
MDA image from Wikipedia

MDA Notes

  • Sensation (Game as sense-pleasure): Player enjoys memorable audio-visual effects.
  • Fantasy (Game as make-believe): Imaginary world.
  • Narrative (Game as drama): A story that drives the player to keep coming back
  • Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
  • Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
  • Discovery (Game as uncharted territory): Urge to explore game world.
  • Expression (Game as self-discovery): Own creativity. For example, creating character resembling player’s own avatar.
  • Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.
  • Mechanics
  • Mechanics are the rules and the actions and structures
  • Dynamics
  • The run time behavior of the mechanics and inputs
  • Aesthetics
  • emotional responses evoked in the player

LAB (THEORY PRACTICED)

  • Mechanics are the base components of the game – its rules, every basic action the player can take in the game, the algorithms and data structures in the game engine etc.
    • Dynamics are the run-time behavior of the mechanics acting on player input and “cooperating” with other mechanics.
    • Aesthetics are the emotional responses evoked in the player.

Brainstorm Ideas for Each of the Eight Categories

  1. Sensation (Game as sense-pleasure): The player enjoys memorable audio-visual effects.
    • A great soundtrack and insane visuals that will immerse a player.
  2. Fantasy (Game as make-believe): Imaginary world.
    • A huge open world map with cool different animals and weapons
  3. Narrative (Game as drama): A story that drives the player to keep coming back
    • Place idea here…
  4. Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
    • A end goal, a final boss, and different paths that you can go on.
  5. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
    • Combos were you need more than one person, difficulty going up with players.
  6. Discovery (Game as uncharted territory): Urge to explore the game world.
    • A game where you don’t know anything of the map and you have to explore to find things.
  7. Expression (Game as self-discovery): Own creativity. For example, creating a character resembling player’s own avatar.
    • You get to deign your own characters and play style.
  8. Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.
    • A game where there are infinite things that you can do and you can always get more powerful.

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

Worksheet from bananatreelog.com
  • When you are thinking of something bad you just think about what you are thinking and realize it isn’t right. Try not to think about bad things. Write down your thoughts.

STUDIO (CREATIVITY)

Screenshot from Construct.net
  • On construct you can code online, offline, on the browser, and downloaded. You can also use construct on mobile. You can use plugins.

CONTROL ROOM (PRODUCTION)

Screenshot from Construct.net
  • Git hub makes it so you can use more files. You can also revert changes.

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned that GitHub helps construct. I also learned that you can do construct on mobile and offline.

Game Design – Week 11 – Updating Workflow – Mind Like Water

“‘Be shapeless and formless.. like water’ (Bruce Lee)” by Akinini.com is licensed under CC BY-NC-ND 2.0

“Have a mind like water.”

― David Allen,  GTD

SUMMARY

  • I made my GTD doc and got caught up on my homework that was missing. I also learned about Construct and how it can all be done on the internet with no downloads.

PRACTICE ROOM (TUTORIALS)

I finished the basic concepts

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Construct.net
  • Construct is important because it can be used on a browsers and it needs no downloads.
  • I also learned that construct is a powerful game engine even though it is on the browser

LAB (THEORY PRACTICED)

Screenshot from editor.construct.net

OUTSIDE (PRODUCTIVITY & THE BRAIN)

I normally go on a walk everyday and talk and relax with my dad while we are walking. I also listen to music while working and it really helps me stay focused on what I am doing. I should probably exercise more and actually work out and probably meditate but right now I walk and listen to music.

STUDIO (CREATIVITY)

Screenshot from Construct Begginer’s Guide
  • I made a box that can move around and look around.

Game Design – Week 10 – GTD – Getting Things Done – Part 2

Image from BiggerPlate.com

Teens are overwhelmed, partly because they don’t yet have the skills to manage the unprecedented amount of stuff that enters their brains each day.  – from LifeHacker.com

“Your mind is for having ideas, not holding them.”

“You can do anything, but not everything.”

― David Allen, (GTD) Getting Things Done for Teens: Take Control of Your Life in a Distracting World

SUMMARY

  • I did a Japanese quiz where I had to say words and I was very nervous.
  • I went to a lot of zooms and I played games with my friends

PRACTICE ROOM (TUTORIALS)

Unity – C#

  • I got to 9/10 on the starter lessons

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Animated Book Summary And Review at YouTube

You are going to learn to develop your own version of David Allen’s Getting Things Done (GTD) process in this ‘room.’

  • Your brain isn’t supposed to store information it is supposed to create ideas. So you need to write those ideas and plans down and you need to make a schedule and check it regularly.

LAB (THEORY PRACTICED)

Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk
Screenshot from Animated Book Summary And Review at YouTube

GTD-based Trusted System

Image from Trello.com

OUTSIDE (PRODUCTIVITY & THE BRAIN)

OPTIONAL EXERCISE

Image from GoodReads.com
Image from GoodReads.com

STUDIO (CREATING MAPS)

  • Finish this blog post
  • Get ready for my league of legends tournament tomorrow ( I am not good )
  • Make sure I don’t have any missing assignments
  • Check what assignments are near to being due
  • Check what projects are happening
  • Check my family/I have any plans
  • What do i want to do

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned that you need to make plans and write down ideas and write down things that you need to get done. Also learn how to proritize it is very hlpeful and find a way to motivate you to do something

Week 9 – GTD – Getting Things Done – Part 1

“Day 092/366 – To Do List” by Great Beyond is licensed under CC BY-NC-SA 2.0

Your toughest work is defining what your work is! –  Peter Drucker

SUMMARY

  • I did this blog

PRACTICE ROOM (TUTORIALS)

Image of David Allen at TED Talk
Screenshot from David Allen TED Talk

In this ‘room’ you are going to try Getting Things Done (GTD).

STEP 1: MAKE A LIST

Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk
  • Get all the math homework done
  • Write in the act 4 guided reading R and J for English
  • Finish this blog post
  • Do the Japanese Geography now assignment
  • Read for IR
  • Choose and research my keystone species

STEP 2: NOTICE WHAT YOU NOTICED

Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk
  • Do this blog post
  • complete the Japanese now Geography assignment
  • Choose and research my keystone species
  • finish all of the math
  • read for IR

STEP 3: SET A TIMER

https://giphy.com/gifs/time-clock-konczakowski-d3yxg15kJppJilnW
  1. Set a timer for your first task
    1. Decide how long you think it will take before you start
  2. Start working
  3. Repeat this process for 45 minutes for as many tasks as you can complete, then take a 15-minute break
    • Get up and get a drink of water
    • Get up and go for a walk
    • Every 20 minute blink your eyes 20 times while looking at least 20 feet away
      • This is good for your eyes

Start steps 1 through 3 again, repeat for your school day

OUTSIDE (PRODUCTIVITY & THE BRAIN)

David Allen image
Oct. 2020 Lucidchart interview with David Allen
Image from FastCompany Magazine, https://www.fastcompany.com/3026827/the-brain-hacks-top-founders-use-to-get-the-job-done
Image from FastCompany Magazine, https://www.fastcompany.com/3026827/the-brain-hacks-top-founders-use-to-get-the-job-done

Make a plan of what you are going to do and set timers for getting them done. If you don’t get something done in that time work on something else or take a break

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned that making lists is helpful
  • I got this blog done