solo experiment

Puzzle Platformers

https://www.scirra.com/arcade/puzzle-games/haunted-house-escape-36488
Inspiration:
For my solo experiment i took inspiration from escape rooms where keys are ment to be found to open boxes and doors.

secondary research:
Escape rooms-
https://www.scirra.com/arcade/puzzle-games/escape-the-room-15315
In this game it make the player find pieces of paper stored in different places in the room, it also has text for almost everything you click on. this is how i would like my game to run except it's in third person.

Puzzle Platformers-
Thomas was alone
https://youtu.be/5K4zjNtQ3y8
This game makes the player use the objects in this case other playable block to solve puzzles. In my game i want to implement the same mechanics of having multiple playable characters.

Experiments:
Objects hidden on bookshelves-
For this i wanted to see if i could make the game more 'realistic' by putting objects such as china dolls on a bookshelf  to see if the player would recognise it as a major part of the game.
The results of this were a success, the player usually did not notice the doll on the bookshelf as often as they did if it was on the table.

Inventory-
For this experiment i wanted to see if the inventory backpack that i created to hold items, such as keys, had any purpose to the game. The result was that the backpack was virtually useless all it did was display the keys the player was holding, so in the future i will attempt to make it so the payer has to select the key from the backpack in order to use it.

Animations of objects-
Here i wanted to add to the 'feel' of the game by adding simple object animations such as if  something was selected it would have a particle effect or if a door was opened you will see the opened door instead of the door just disappearing. The result of this was a success, the feedback i got when there were no animations  told me that the game was quite underwhelming however compared to the feedback i got after i implemented the animations was better and collecting the items became more satisfying due to the particle effects.

Players, enemies and friends:
Player-
At the moment the player is displayed as a ghost but i am planning to change them to a human slowly transforming into a zombie.
The player is the thing that interacts with all the elements of the game (collection of keys ETC).

Enemies-
The only enemy i have in game at the moment is a skeleton who take away one of your lives if you touch them. This skeleton can be killed by the knife wiched is placed under the floating platform.

Friends-
The only friend that is in the game at the moment is the wizard. The wizard is places on the first floor of the basement. He asks you if you will help him get to his tower  if you reply yes then the game continues and you are then told to find the 'bone key' but if you reply no then the wizard will become angry and kill you resorting in a game over. The wizard cannot be killed.

Elements:
china doll-
The china doll is placed on the second bookshelf you see. It's purpose is to spawn the first key (dor key) when clicked.

keys-
In total at the moment there are three keys ( door key, trapdoor key, bone key).
The door key allows the player to enter the locked room to the far right of the first floor.
The trapdoor key spawns a lock that can be clicked to open the trapdoor in the middle of the first floor.
The bone key activates the button on the third floor. The bone key can be found under the boxes in the top right corner of the second floor.

knife-
The knie located under the floating platform on the third floor is used to kill the skeleton guarding the portal. the knife has the drag and drop feature and can no longer be used one the skeleton is killed.

boxes-
The boxes on the far right of the second floor are used to hide the bone key. They have the drag and drop feature.

spiderwebs-
The spiderwebs slow the player down to the max speed of 100. The game  'Minecraft' inspired this element.

button-
The button on the third floor when activated can then activate the portal.

portal-
The portal (when activated) allows the player to the second level (the wizards tower).

chest-
The chest in the first floor locked room gives the player the trapdoor key.

Primary Research:

I asked some people in my class to play through my game and the feedback was that it was well thought out and the way the game makes you move up and down the platform to find objects is also well planned because it makes you see every inch of the level you are on.




I believe that my research was quite effective in helping me with experiments. Without my research on escape rooms I might not have realised the effectiveness of putting objects on bookshelves.

I feel that I have made the first level to a game that can be much bigger with time. I have already implemented the start of a storyline in the first level. All in all i believe that my game has been a success.

I've learned that Simple things such as particle effects and object text can make a huge difference in the way the game is viewed.

I would apply this in most clicker platform games and almost every other game. what i have learnt is quite universal to all games.







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