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About sfaith

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  1. [quote name='Olof Hedman' timestamp='1349958606' post='4989075'] A note on tiny wings. It's actually NOT an endless runner, since its levels are the same every run, and a lot of the gameplay is about learning the levels and finding the flow. [/quote] Hi Oldof Hedman, Actually the levels are results of procedural generation. They are not the same every run.
  2. Hi heshiming, Thanks for your reply. Again, I am not really asking about the coding or how the game is done. What I am wondering is the gameplay and actually looking for gameplay suggestions . -- sfaith
  3. Hi menyo, Thanks for your reply. No, the problem isn't about procedurally generating the map. In fact, it's how endless runners are coded. But the problem is in the gameplay. Both are iOS games, so here are the videos. http://www.youtube.com/watch?v=ZGxIpzzLo4k (Jetpack Joyride) http://www.youtube.com/watch?v=Ha8c0xmej0M&feature=fvwrel (Tiny Wings) For Jetpack Joyride, the control you have is you can touch whenever you want to jump (or rather, fly up using your jetpack) so that you can avoid obstacles and whatnot. Release the touch to descend. For Tiny Wings, the only control you have is touch to fold your wings so that you will gain speed on the slopes, release the touch when you start to go uphill so that you will use the speed you gained and fly off the hills. You won't last long in the air, and the bird will descend itself after awhile but you can touch the screen to descend when you see a favorable hill slope (especially long and steep ones, so that you can fly higher and longer again). My current design has similar mechanics and physics as Tiny Wings, but with obstacles on the ground (nothing so big and long like in Jetpack Joyride but rather smaller, like bombs) and some in the air. However, with the control and terrains similar to Tiny Wings, I am not sure if it will be easy for players to avoid the obstacles and incoming projectiles in the air as they cannot jump/fly at will. Both games are on iOS.. -- sfaith
  4. Hey folks, Imagine Tiny Wings terrains (slopes and hills) and control (touch to get down to the ground and gain speed on the slopes, release touch at uphills to let your character fly) combined with obstacles à la Jetpack Joyride. Obstacles won't be exactly same as from Jetpack Joyride but as an example, maybe bombs in the air or shooting lasers (in Jetpack Joyride, they use missiles). I haven't prototyped the game yet, but I sense two problems here. [b]Problem 1[/b]. Obstacles become much harder to avoid as the only control you have over your character's movement is touch to get down to the ground when you want. (think Tiny Wings) You cannot jump at will. [b]Problem 2[/b]. Above problem might be able solved by clever level design by placing obstacles at certain points to provide some challenge but not extreme difficulty. But since the game is an endless runner, designing a placement of each obstacles and terrain is almost impossible or rather oxymoron. Plus anytime the game is played, the obstacles, terrain everything will be the same. This takes away the fun. I contemplated making the terrain flat and give the character ability to jump at will, but decided against it as I want to explore other possibilities. What do you guys think? I am open to any suggestions. -- sfaith
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