• Advertisement

Yotam Noy

  • Content count

  • Joined

  • Last visited

Community Reputation

134 Neutral

About Yotam Noy

  • Rank
  1. Hi, my name is Yotam Noy and I work at MoMinis as a game designer. I’d like to bring to your attention a great opportunity which I think you can find very valuable and relevant to the readers of this forum ([b]Note[/b] that I contacted the forum administrator to get his/her permission to bring this very relevant piece of information to you, but didn’t get a response). MoMinis is running a contest, the [url="https://contest.mominis.com/about-the-contest.htm?utm_source=GameDevNet&utm_medium=GameDesignForum&utm_content=PostAnnouncement&utm_campaign=GameCast2012"]GameCast Contest 2012[/url] that gives all you developers and game designers the chance to make it really big. With the 1st place prize package valued at [b]$100,000[/b], it's worth your time, effort and maximum creativity. In this years’ contest we have [b]PocketGamer[/b] as our media partner and people from [b]Google[/b], [b]Appolicious[/b], [b]Vodafone[/b], [b]PocketGamer and MoMinis [/b]to judge in the contest so that your game will get maximum exposure! The winning game will also get a Free promotion on MoMinis Games Network, PlayScape, with exposure to its [b]more than 30 million users worldwide[/b]! Sounds interesting? [url="https://contest.mominis.com/Create-an-account.htm?utm_source=GameDevNet&utm_medium=GameDesignForum&utm_content=PostAnnouncement&utm_campaign=GameCast2012"]Registration is opened[/url] until[b] December 24th[/b]. Learn more about the contest [url="https://contest.mominis.com/about-the-contest.htm?utm_source=GameDevNet&utm_medium=GameDesignForum&utm_content=PostAnnouncement&utm_campaign=GameCast2012"]here[/url]and view a clip explaining what it is all about [url="https://www.youtube.com/watch?v=rG3ZeAwiqsw"]here[/url]. Thanks, Yotam [attachment=12389:GameCast.png]
  2. Level Diversity in Small Games

    Tobl – Now that I understand what you mean, we can do that easily on our platform. Well, my programmer can, when he gets back from his vacation, I certainly couldn't. [img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img] But it does sound like an easy-to-add feature, and it won't require any expensive graphics, just one more tile… Cool. Mratthew – It's much clearer now, thank you. What you're suggesting is adding a puzzle into the game! That is awesome. The way you describe it is a little too much for the game engine we created to handle, but... We already have a jump feature in place, when you tap the screen. I'll talk to the other game designers in the company, and we'll see if we can come up with an idea that will fit better with the features already in place. Thanks guys, you're a great help!
  3. Level Diversity in Small Games

    First of all, thank you for your replies. They are very helpful. Mratthew – I like the idea of directional momentum tiles! I'm not sure I understand your meaning about: [quote name='Mratthew' timestamp='1348414532' post='4982941'] You could create a secondary objective of filling an outline with the dynamic shapes to make up a simple pixel image. [/quote] Can you elaborate on this a little more? Tobl – What you wrote adds up with Olof's reply, and brings me to the conclusion that there's no choice – we'll need to add level design assets. Different "weights" for the reactive obstacles sounds fun, I never would have come up with it on my own. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] I don't quite understand your meaning about constant acceleration. Would you mind explaining that?
  4. Level Diversity in Small Games

    Yes, you can mix several surface types in the same level. Levels are one screen, in landscape mode, on Android phones. We're using 25 tiles of 32 pixels each, so it gives us some room to maneuver. About the obstacles: They do not hurt you when you hit them. Moving obstacles will push you, static ones will only stop you. The obstacles won't let you stand on them, if you land on them you automatically jump up again. We don't have harder to reach items, but your suggestion does bring up an interesting option – what if we give the players a bonus for catching items in the air, and make it bigger the higher you are? And then, make jumping off obstacles significantly higher? The issue still remains tough: How different will players perceive the levels, if we only allow one obstacle, and there are just three surface types? Even if we mix the surface types in all sorts of ways, will that be enough? Maybe add actual platforms? And hey - thanks for your helpful reply!
  5. Hi. My company's working on a mobile game, and I as game/level designer have relatively few items to play with in terms of level design. This concerns me. Here's some background, before I ask some questions: [u][b]Basic gameplay:[/b][/u] - You control a character that slides from side to side in response to tilting the phone, and needs to collect items falling down. - You can also jump when you tap the screen. - Your energy keeps going down, and you must collect above-mentioned items in order to restore it. [u][b]Level design assets:[/b][/u] [b]- Surface tiles:[/b] there are three types of surface tiles, regular, slick and sticky. As the names might suggest, the slick surface will make the character slide faster, and sticky to slide slower. [b]- Obstacles:[/b] There are 3 types of obstacles, static, moving, and reactive. Reactive is an obstacle that moves when the phone is tilted, similar to the player character. I believe the other two types are self explanatory. We mean to have only one obstacle per level, since adding more makes it too difficult. [u][b]Difference between levels:[/b][/u] [b]- Items creation:[/b] I have a lot of control over what, how, where, when and how many items will fall down. [b]- Power-Ups:[/b] I have a lot of control over power-up creation, and it's set-up to give the player better power-ups the lower the energy-bar gets. [b]- Goals:[/b] The higher the level, the more items the player needs to collect in order to complete it. [b]- Level Design[/b], as described above. [u][b]So my question after all this Bla-Bla, is:[/b][/u] Do you think this is enough to make 30-40 INTERESTING levels? I mean, I have tons of parameters to play with behind the scenes, but do you think I need more level design assets, to make the differences visible? If so, what would you suggest? Thanks in advance!
  • Advertisement