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Bleh

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Weekend Tales was a bit thin on the ground this week. I can't believe I made it in for putting my present blocks back in Udo.

Especially since I've now taken them back out again for being too much of a Mario rip off. [smile]

Having stolen the basic 2D scrolling platform concept (not alone in this, I know), I'm trying really hard to find some original ideas rather than just continue the clone-Mario approach. Hell, I can play Mario on Facebook these days if I want, so I'm not really achieving much if that is all I aim for with Udo.

One idea I was thinking about at work today (I should probably concentrate on my actual job more really) was chimney jumps, or rather the idea that if you push into a wall as you are jumping, you stick for half a second or so and can then jump back away from it.

Okay, so now I'm just ripping ideas of N instead of Mario, but hey. Getting the physics of it working is simple enough, the big challenge would be getting the graphics side of it looking right.

Jujitsu continues fun. I'm about a quarter of the way through learning what I need for my white belt grading now, but I've been being someone else's training dummy tonight so am a bit achy.

Downloaded the Tomb Raider: Underworld demo off Steam the other night. I sort of like it, sort of. Part of me still misses the "walk to the edge, jump back, run and jump, grab" precision of original TR, but I must admit the graphics are quite impressive, although not really a major leap forward from TR:Anniversary. Both TR:A and TR:U knock spots of Angel of Darkness though.

There you go then - project update, brief bit about martial arts and a demo review. What on earth more could you ask for from a journal entry except screenshots?
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SCREENSHOTS!! :D

I agree you should look for new distinguishing game mechanics but wall jumps are just clichè. A few more steps in that direction and you'd be following the recent craze of physical accuracy as "gameplay". This constrains mechanics a lot, many games didn't consider physics much, all that matters is that it's fun. Worth reading IMO:

http://www.gamasutra.com/view/feature/1524/the_chemistry_of_game_design.php

Udo is a purple, weirdly fuzzy creature, I'm sure you'll be able to come up with interesting abilities for it. The "stomp" attack was really cool, we need more of that, and less of the physically-based kind of mechanics :)

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Original post by Jotaf
SCREENSHOTS!! :D

I agree you should look for new distinguishing game mechanics but wall jumps are just clichè. A few more steps in that direction and you'd be following the recent craze of physical accuracy as "gameplay". This constrains mechanics a lot, many games didn't consider physics much, all that matters is that it's fun. Worth reading IMO:

http://www.gamasutra.com/view/feature/1524/the_chemistry_of_game_design.php

Udo is a purple, weirdly fuzzy creature, I'm sure you'll be able to come up with interesting abilities for it. The "stomp" attack was really cool, we need more of that, and less of the physically-based kind of mechanics :)


I'm really glad you posted that, because wall sticking just felt wrong when I started trying to implement it. I think you're quite right that it should be possible to come up with some far more original ideas.

Thanks for the input.

[EDIT] Only really skimmed it, but that is an interesting article you posted the link to. I've always written games for the fun of writing them. It would be an interesting ideology shift to write games for the fun of someone else playing them [smile].

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Original post by EasilyConfused
I'm really glad you posted that, because wall sticking just felt wrong when I started trying to implement it. I think you're quite right that it should be possible to come up with some far more original ideas.

Thanks for the input.

[EDIT] Only really skimmed it, but that is an interesting article you posted the link to. I've always written games for the fun of writing them. It would be an interesting ideology shift to write games for the fun of someone else playing them [smile].


You're welcome :) It's a bit more than that, it's a way of isolating and analyzing those little bits that make a game fun. IIRC there's a mario example in there, and you can relate most of it to Udo directly ;) If it's not there you can look at the author's blog, tons of interesting stuff. He holds these mini-contests where he proposes a set of game mechanics and some guys try to base a game off that and "find the fun". If anything you can look at those for a bit of inspiration. Alternatively, pick a platform game from the DOS era and I'm sure a lot of forgotten ideas will be found!

Another thing is that it doesn't always have to be the playing character's ability; enemies, traps and items can be pretty effective too. The enemies in the original Udo demo were pretty cool :P

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no screenshots??

Sorry, won't be in this week's Reading.

[wink] and I'll be interpreting your comment on the dearth of Weekend Tales last week as a message to the community to post more substantial updates [smile]

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