Weekend Update #3

Some More Character Designs subject to change and/or disposal


These characters are complete rip-offs of a few of the characters from 51 Japanese Characters, so are subject to name and feature changes in the future to avoid being a total copy-cat. While most of the inhabitants of the places in Hanami are effected by the so-called Hanami Crisis, I’ve picked out a few personality types who could have avoided the crisis in various ways. These characters will play very minor roles in the game, they will appear at most once per level, and simply hand over a blossom they have found, or something similar. Everyone’s doing their bit to help!
Left Character: avoided the crisis because he is a monk. Protected by spiritual powers etc.
Middle Character: avoided the crisis because he was stuck inside a Panda costume.
Right Character: avoided the crisis because he fell asleep under a table in a cafe. Details on the “crisis” are still a little vague, so I don’t know how this would have helped him, but it did. Kirainet, the predecessor to A Geek In Japan, has dedicated plenty of its Blog-space to photos of people sleeping everywhere and everywhere in Japan, it seems perfectly acceptable to just fall asleep where ever you’re standing.


I’ll be converting these characters to pixel form soon!

Character Animations
I’ve been plodding along with walking animations for the last week, but found I was taking leaps and bounds this weekend! I scanned through as many TIGsource Forum threads as I could a couple of evenings ago to find good examples of walking cycles that were a similar size and shape to my character sprites. Ultimately, I could only find things vaguely similar enough to help, but while this didn’t provide a pure reference, I was glad to see that I was on to something original. My current cycle too has a few frames which are similar to others I found, but I had to tween using my own initiative for most of the process. Here is my current Hana sprite:

I gave it a go applying this same animation to Za-chan, although it wasn’t always clear how to go because she wears a long dress and you can’t see most of her legs! I will probably tweak this if I have to use it in the game. At the moment, it’s more of a practice in applying one animation to varying sprites:

For the rest of my character animations, I will hopefully be roping in some volunteers to perform for me so that I have photo-references of people doing various actions. Finding examples of various walk-cycles wasn’t necessarily a difficult task, but unfortunately I’m going to need more than that…

Level Design
I’m currently still set on using the Kanji basis for my level design. Over the weekend I just had to grab a pen and piece of paper and get down all my thoughts on the level, what it should consist of and how it should look. It’s slightly more decipherable than previous attempts, although some of the designs cross-over quite confusingly! I tried to draw out the entire level in the bottom half of the page:

According to Peter McClory’s level design technique, the next step would be to draw this out to scale on squared paper. However, I decided to use Photoshop instead, so that the level was easier to edit! Once it’s done I’ll print and trace it as if it were drawn on squared paper. The design currently lacks detail and is not finished, but it’s given my a huge insight into the scaling of the level, which in places in completely different to how I imagined it. Here is a rough idea of the level so far:

My Plan for the rest of the week now is definitely to get this mocked up and playable in Game Maker, possibly before tracing in the details. I still haven’t settled for any particular character physics within the Grandma Engine, so I will have to make sure that the character feels natural to handle whilst working their way around this specific level. Once the layout is finalised, I’ll fill in some detail, but this is a secondary objective to getting a playable level right now.

Some thoughts on sound…
I started to play around with a piece of music creation software called PXTone. It’s a development from Daisuke Amaya, creator of Cave Story, and it sounds as though he uses this himself to make the music for his games. It’s default instruments are all very synthy, but you can combine classic chip-tune instruments with midi-sounding instruments to create something generally retro sounding, yet something original. There are a vast amount of starting instruments, which makes this program easier to get started with than other chiptune software I’ve previously used where you must create your own instruments :S So far I’ve just had a play around to see if it would be appropriate for this project, although I’m still not sure what my music source will be yet. Original music would be a huge bonus, so this is definitely on the list.

Setting The Tone

I think an important part of creating an identity for a game is ensuring that it makes the player feel a certain way whilst playing it. This can be achieved through the visual and audio tone of the game, and in the continuity of this tone throughout (unless you want the mood to change, of course!)

Coma

Coma is a 2D flash-based platformer played in browser-you can play it here at Newgrounds. The game begins in a dark house with lengthy shadows, and the character progresses outside to a dim, desaturated world where everything seems misty and suspicious. During this game, the player is constantly reminded that something is amiss, through subtle quirks in the level design, even in seemingly regular landscapes.


The music is quiet and generally calming, but it’s very noticeable when the music stops and is replaced by an ambient silence. As can be expected, after completing a series of weird but altogether normal tasks the story twists around and takes the player into a secret underground layer where the player’s suspicions are confirmed. The game is uncomfortable to play at times, but is juxtaposed with some really beautiful imagery. The tone here is brilliantly placed.

Nevermore 3

Another browser-based flash game, Nevermore 3 creates a similarly mysterious and eerier atmosphere. Throughout the series, the player is brought into an abandoned world that you would expect from a post-apocalyptic title. The scenery suggests that there once was life, but that it has somehow been removed. I haven’t played much of the previous 2 titles, but there doesn’t seem to be much of an explanation for all this. The gameplay mechanics are obvious, but the player is constantly left asking “why?”


In this third instalment, you find yourself in a much more rural area, confronted with these sorts of run-down buildings and ant-eater like creatures- again with no real explanation as to why. The mysterious tone of the game allows the player to accept that this is just the way things are, rather than getting caught up in trying to work out why, which in the end is completely irrelevant.

In Hanami, I hope to be able to create a similarly convincing atmosphere or mystery and suspicion, which leaves the player looking for answer but not questioning its reality. The tone will be similarly dreary and lonely, and will hopefully include a very mellow, ambient soundtrack.

“Practical Game Design”

From Practical Game Design: The Rule of Threes on Gamasutra
In the first level of any game, there are three introductory steps which the player should experience before being thrown into the game. These are demonstrated perfectly in the original Super Mario Bros for NES:


1. Introduce the Challenge as simply as possible
In Mario, the “threat” of an approaching Goomba is built up gradually. The player must learn how to avoid or defeat this enemy, and in order to learn the enemy must appear in its simplest form.

With this challenge, the designer tells the player:
“There is such a thing as a Goomba.”


2. Do it again, with a slight variation
After the first threat is defeated, another one appears but in this case, the environment is different and therefore the behaviour of the enemy is changed. The player is learning that challenges will present themselves in different ways.

With this challenge, the designer tells the player:
“The land around the Goomba can take different shapes”


3. Step 3: Do it again, with another twist
In this example, the threat is doubled, but there is more space for error. Is it a more difficult or easy challenge than before? Or is it just that it is different?

With this challenge, the designer tells the player:
“The Goomba will not always come alone.”

These challenges take place in the first 10 or so seconds of the game, but it is the only introduction that the player needs. After this is over, the game can change shape and form and the player knows to expect this and react accordingly.

I’ve taken this into account for opening of Hanami, I may even include a single room at the beginning of the game which acts as the “tutorial level” before the player is taken to the rest of the village. At the moment, I’ve taken a slightly different angle and instead of presenting the player with challenges, I’m thinking of introducing the objectives.


For example, here you the Ryokan on the left. As the player moves to the right, they are immediately met by a Cherry Blossom, which is collected as the player passes over it. The player now knows “the objective of the game is to collect cherry blossoms”. The next two blossoms involve the player climbing and jumping, so the player is now familiar with environmental change. The last blossom is a new idea. It’s a red blossom which damages the character’s health. If the player isn’t paying attention, they may be tempted to try to acquire this deceitful blossom, but here I’m trying to show the player that they should avoid it! I’m currently trying to think of more environmental hazards; spikes are so over-used in 2D games so trying to think of more realistic “enemies”!


In Game Maker, I’ve started to test level design with various character physics settings, to try to get the right jump distances etc. My wood structure tiles make great place-holder blocks for test levels! I’ve used them here to test this very basic opening level (although currently the flowers don’t do anything when they are collected. I’m still working in a modified version of the Grandma Engine and haven’t actually started an original project yet!)

First Try 2D Level Design


I started off today by drawing this artist’s impression of the outside of my Ryokan for two reasons. Firstly, I wanted to work out what the landscape around the building looked like, and secondly I wanted to try to practice a slightly neater style of drawing that I can use for tidy, accurate level design! As it turned out, the building took up most of the page and I didn’t manage to get many surrounding objects in! But I think my tidy lines worked out much better. I have a tendency to scribble, and my designs are often indecipherable except by me!

I watched the Japanese Ring last night by coincidence. For those who aren’t familiar with the series, half of the story of Ring takes place in a holiday resort in the country called Hakone Pacific Land, which I always imagined was similar to Centre Parcs! In the Japanese film version, there is a big wooden sign at the entrance to the resort, which inspired the wooden sign next to my Ryokan. A little homage to one of my favourite Japanese novels! Whilst watching the film, I couldn’t help but analyse building structures. The film constantly moves about from city apartments to country inns, so there’s a variety of sources to go by. One notable feature of the Hakone Pacific Land cabins were that they were raised from the ground, with steps leading up to the entrance. I’m not sure if this is just a reason to hide a well under one of the buildings or whether this is a typical Japanese feature, but kind of reminded me of the part in My Neighbour Totoro where Mei peers underneath her large country house to look for a small spirit being who is hiding there. Personally, I’ve never had a house that I could look under! And I would be very worried if I could…

The house was actually recreated for the Expo 2005, which will be a really great model to design from for future buildings!

If anything, this morning’s Ryokan sketch got me thinking about the difference between the playable level background and the inactive, distant background. This will probably be mountainous, which is a backdrop which came up in Ring a few times, and makes a good background because it takes up a lot of space, is huge and consists of dull colours which won’t detract from the playable level. There may be a little sky and some clouds too.

To give myself another starting point, I started to think about level shapes. Personally, I think it’s easy to work inside a set space than design random pathways with no real structure. Just as an experiment, I looked at the shapes of some Japanese colour Kanji, as each of my levels will have their own distinct colour schemes.

The colour scheme for the first level is pink, or rose-coloured– “momoiro” in Japanese! I double checked all the kana in case the internet was playing practical jokes, I’ve heard stories of people accidentally getting “soup” tattooed onto themselves when they wanted “dragon” for example! Pink is also sometimes referred to as peach-coloured, but apart from that I think I’m safe to use this symbol.
From this, I tried to build rocky structures with buildings and other features, although I still found it difficult to arrange an entire level off the top of my head. I think my safest bet for now is to keep drawing it and adapting it until it becomes clear. I’ve also found that it’s easier to concentrate on a smaller area at once, so I may split the map into four and work on a corner at a time, starting with the top-left corner where the Ryokan is situated. Here are some of my very early scribbles, you’ll see what I mean about them being fairly difficult to read! I know what they mean though.

This is the first step in level design, according to Peter McClory who posted his really great insight into his design technique on his Blog. This was his initial level design for a game currently in development:

I’m glad to read that he favours the scrap paper approach to initial design! My original Ryokan interior design was drawn on the back of an envelope! I think it’s important to get an idea down on paper before it fades or changes, so sometimes it’s necessary to grab whatever is closest and draw.

With this design down, McClory moved onto squared paper to get a scale and accurate version of the level. He explains how important this is, because it must be designed to the constraints of the character who will be moving through the level.

Once this was complete, McClory moved into tracing paper and drew in the small details of the level, traced from the basic structure on the squared paper. The result is a wonderful pencil sketch, which I could only hope to equal! Tracing paper is currently top of my shopping list.

The Up/Down/Left/Right Scrolling Platformer

So far I’ve been referring to terms like Platform Game and Side-scrolling Platformer in a similar way, but I’ve been thinking about how different these two terms are, and how this effects what I’m doing.

In my original Synopsis of Study, I stated that I would be making a Side-scrolling Platformer. In its most basic from, this simply refers to a game which is viewed from the side, and generally plays from left-to-right. The reason for its significance in history is due to its impact on the standard “Platform” game.

Donkey Kong is among the original and most notable Platform games. The game was played on one single screen at a time, which would only move onto the next by completion of the level. The game actually only consisted of three levels, which repeated until the player ran out of lives or reached the game’s “kill screen” which ended the game mid-level.

Super Mario Bros transported the hero of Donkey Kong into a much larger world by creating a screen which was simply a view of something much larger. Dedicated technology could process the game’s larger levels by drawing a slither at a time, as the character moved from left to right. Thus the Platformer became the Side-Scrolling Platformer.
Having a game that moved from a starting point to a finishing point meant that the game had a more obvious end, rather than simply repeating screens.


One game that astonished players with its non-linear gameplay was the original Metroid for Nintendo Entertainment System. The beginning of the game acted like a normal side-scrolling platformer, but at times would also allow the player to travel up and down.

Here you can see a cross-road where the player has the choice to continue jumping onto the platforms above, or open the door on the right and travel horizontally. The vast map made Metroid one of the first games that a player could get lost in, and part of the challenge of the game was simply to get from start to finish. I am quite ashamed to say that I’ve never finished the original Metroid, partly due to the frustration of being lost!
The vastness of the game can be seen in its map as a whole:

So can you call Metroid a side-scrolling platformer? It’s played from a side-view, but moves in four directions.

Obviously, as technology improved, games were able to draw larger levels and the ability to free-roam 2D levels became more common. A great example of this is the Gourmet Race from Kirby Superstar for SNES. Traditionally, the Kirby games have always been Side-Scrollers, with the occasional ascent and descent here and there. The Gourmet Race demonstrates the progression from side-scroller to free-roam platformer in three levels, and proves how this adds challenge to gameplay. In level one, the object is to move from left to right, but by level three, the player must make swift path choices which could help or hinder them without warning. As the level zig-zags, the player is more disoriented and the end more unpredictable. But as well as getting from start to finish in a limited time, the player must avoid obstacles and collect items, so there’s a lot to concentrate on!

I’ve played this level on Kirby Superstar now several times to work out how to start my level design for Hanami. The pace will be much slower, but in terms of objectives they are quite similar. I want to present the player with options which could end up with positive or negative or simply unpredictable results. Ultimately, the player must reach the end of the level with all items collected. So, in conclusion I don’t think the term Side-scrolling Platformer is really relevant, more of an up/down/left/right scrolling platformer really.

Edit: I found site dedicated to Video Game maps which has a great high-def map of the each of the Gourmet Race stages. You can see the third (and most complicated) stage here.

Easy Lighting Extension for Game Maker


One thing I’ve picked up on by reading developer’s forums and various articles on the Internet is that while Game Maker can do almost everything you could want it to, it doesn’t necessarily do it well.

I noticed this myself during my last Game Maker creation when it came to audio. Despite the fact that it gives you the option to use .mp3 format audio, it turns out that it doesn’t support most types of .mp3 (or some such nonsense.) I ended up using some hefty .wav files, which Game Maker compressed during the gameplay and completely changed. The majority of my sound effects seemed to sound like static! This is why people with the technological know-how have stepped in to save non-programmers by providing downloadable extension software for GM, including several which improve audio handling, which seems to be GM’s lowest point.

When it comes to in-game lighting, I’ve previously found ways to cheat by overlaying semi-opaque objects on top of light-emitting objects. In Somnium I used this to make some objects appear to glow, however this ultimately had no effect on the game’s lighting on the whole. The image above is an example of an extension called EasyLighting V7.0.2, which handles light generation in Game Maker. It is the same extension which Gabriel Verdon uses to create his moody, atmospheric lights in The Archer.

As you can see from the top example, there are two types of light generated. One is a dim, yellowish light and the other is a bright white light which casts shadows off the objects around it. Both of these lights use the same sprite image, which is a circle shape with a radial gradient. This is similar to my previous lighting “objects”.

However, the extension settings are used to draw these sprites to certain specifications, rather than simply overlay the same image in the same way repeatedly. This reduces the amount of sprites and used, and helps game performance.
You can read an in-depth description of all the extension’s functions in this tutorial here, which also runs through how the extension works and how to implement it!

The advantages of using a lighting system like this one is that it can help create the game’s desired atmosphere. The lights work by first applying a colour overlay, which immediately changes the tone of the game. Each light then has its own individual colour and brightness, which can give a really good sense of light and dark in the game.

To test the extension, I made some street-light style lights in the Grandma Engine. I recorded a quick little demo of the lights in action so you can see how effective they are in changing the ambience of a room. I’ve tried to capture the difference in the colour of the character (square) when under and away from a light source. These lights worked especially well at highlighting objects when several were placed close together.

Tile Changes

After creating some very square tiles, I started to think about ways that I could adapt some of the building aspects and objects to suit the game’s visual style better. What I’ve got so far is something very generic, which could be applied to any game. What I want is something more reflective of the concept art for the game (so far still mainly character designs!)
If you break down any game character, they consist of two contrasting halves. The top half of the character is made up entirely of a large oval-shaped head, which is more or less an equal length to the body, which is straight and thin. In fact, both of these sections were equal until I added some extra length to the legs:

The first thing I knew I wanted to change was the lucky cat statue, as this effectively counts as a game character. Before I had seen it as an object, ad hadn’t given much thought to where it fit into the game’s visual style.

Secondly, I felt as though I should add some more curvature to the building structure somehow, to create this oval shape within the structure somewhere. The most likely place for curves was in the guttering/roof edge, which previously consisted of a tiny little flick and was bound to one tile space.

My first idea was to extend this to cross two tiles, so that I could create a more oval-shape with the curve:

This looked really weird because there was no build up to it. It’s probably also structurally unsound, and would break off of you threw a tennis ball it… So I ended up with a think, sturdy, curvy structure which works really well.

For future buildings, I’m going to start sketching the outside before working on the inside as I have done with this example. As the beginning of the game, the inside is probably more important in this case. Most of the game is likely to be played outside of buildings.
As well as changing and adapting my previous tiles, I’ve added window frame tiles, porch tiles, patio tiles and outdoor objects like potted plants, which seem to be a regularity outside Japanese accommodation! As a business sign, I’ve made a fabric banner, similar to the wall scroll from inside the building. It says Ryokan in Japanese hiragana. Here’s my current tileset for the entire building, inside and out:

And how the building now looks in Game Maker: