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Adventure Time level creator
a) How would you describe the challenges and actions that make up the player-made game level?
The challenge in this one is to destroy both the initial enemies before their spawn points begin creating more. Only when there are no enemies left on the map, the door will open.
b) What is the camera mode being used? (e.g. top down, side view, top-down view etc)
side scroller/side view
c) What is the nature of the user interface in terms of player control? (how does the player use the controls to play the game)?
the user has to navigate a very simple level design. There are no complex platforms to navigate, just a ditch and a bridge to utilize as a hiding space from the bats, if BMO is too scared to fight.
d) What would you say is the goal of the finished player-made game?
The goal is to destroy two bats before you have to deal with more of them.
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a) How would you describe the challenges and actions that make up the player-made game level?
Scaling the level with timing. the platforms can not be reached to collect the orbs and exit the game unless you time your jumping with the vanishing ice blocks. The final jumps to get to the door put you at risk of falling to your death.
b) What is the camera mode being used? (e.g. top down, side view, top-down view etc)
side view/side scroller.
c) What is the nature of the user interface in terms of player control? (how does the player use the controls to play the game)?
the user uses only directions, with a main focus on jump to navigate the upward platforms.
d) What would you say is the goal of the finished player-made game?
The goal of this game is collect energy orbs to unlock the door, allowing you to advance to the next level.
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a) How would you describe the challenges and actions that make up the player-made game level?
The challenge in this game is to combat the enemies who use projectiles, while you only have close quarter combat. every platform also disappears after standing on it, making it so you have to constantly be running and dodging.
b) What is the camera mode being used? (e.g. top down, side view, top-down view etc)
It is a side view/side scroller action game.
c) What is the nature of the user interface in terms of player control? (how does the player use the controls to play the game)?
the player uses the arrow keys to navigate and jump around the map while using the space bar as an attack command.
d) What would you say is the goal of the finished player-made game?
The goal of this game is to not die. Only when you have defeated the enemies, or tricked thme into killing themselves can you advance to the door.
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High Concept Game Statement
the Commute
The day is coming to an end, signaling the beginning of your long commute home. The streets are littered with pedestrians, creating obstacles and roadblocks for you at every turn. Dreading the hustle and bustle of the big city, you put on your headphones to help drown the noise, as you begin navigating your way home. In the Commute (working title), you control a low poly human avatar (third person/above view) who is traveling from point A to point B. It is a single player exploration/adventure game, with a level mode and a survival mode (online potential) to see how long you can last wandering the city. Targeted for the ages of 16-30 years old, it would run on PS4 and PC (under a creative commons license). The game will track your time at completing each level, as well as your discoveries at each level. Your character will have HP (health points), BP (battery power [phone gps/music]), and MP (mental strength), which have to be balanced/maintained during your commute. Each world within the game will be a different sector of a large city, allowing it to have vividly different architecture and design for each level; ensuring unique and appealing visuals at each level.
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GAME 100 EXPLORING GAME WORLDS – VIDEOGAME IN-CLASS APPRAISAL TEMPLATE
Student Name______Russel de Leon
Today’s Date______01-20-17
Game Title Examined_____Kickle Cubicle (Meikyu Jima)
Year of Publication_______1988
Game Publisher_______Irem
Game Developer _______Irem
Game Genre (e.g. shoot-em-up, racing, sports, puzzle, MMORPG, ‘sandbox’, music sequence following game (e.g. DDR, guitar hero)
The genre is a puzzle game.
Type of game ‘world’ or environment (e.g. flat environment, puzzle/maze space, 3D world?)
The game is a series of mazes that you have to problem solve your way through while avoiding enemies.
Perspective taken by player (e.g first person, third person perspective, top down, isometric) in relation to main player controlled character.
It’s in the top down perspective.
Gameplay – what does the player have to do?
The player has to navigate a maze of separate ice islands. Enemies on the map can be frozen with a projectile and then pushed into the water, to create bridges to walk over to the next island.
Is the gameplay intuitive? (i.e. is it easy to understand what to do without instructions?) describe.
Yes. With only having two buttons and a direction pad, you only have two actions, freeze enemies, or raise temporary ice walls to block them from reaching you. It is easy to pick up and walk around navigating the icy terrain.
Is the gameplay patterned (game does the same thing over & over) or is it random (happens differently every time?)
It is patterned. The enemies have a similar pattern, and the maps you encounter are linear. So you always play through the same stages each time you start the game up.
What does the type of graphic approach used as well as the audio tell you about the limits of the technology at the time the game was published?
It doesn’t feel limited at all for its time. The graphics incorporate multiple colors, even within the saem sprite, giving it a stronger sense of life than other games around that time (cough cough, lizard wizard). The audio is amazing for it’s time. The sound design team put work in on this and it shows when you play the game.
Describe your views about the game from the point of view of
ease of play Yes, walk in four directions while avoiding the other moving objects on the map.
enjoyability Very enjoyable, it’s a fun puzzle game that I can replay over and over.
c) level of engagement/immersion 8 out of 10. It is simple, but that makes it so you want to keep going even when you lose a life, simply by the fact that the game is simple so you just want to prove that you can beat it.
Had you played this game prior to this time? If so, when? YES. I was raised on this game.
Describe other games it reminds you of. How does it do this? Slightly similar to bomberman mechanics, minus fighting other players. You just hae to avoid the AI.
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GAME 100 EXPLORING GAME WORLDS – VIDEOGAME IN-CLASS APPRAISAL TEMPLATE
Student Name______Russel de Leon
Today’s Date______01-20-17
Game Title Examined_____Lizard Wizard
Year of Publication_______1985
Game Publisher_______Sunn
Game Developer _______Techstar
Game Genre (e.g. shoot-em-up, racing, sports, puzzle, MMORPG, ‘sandbox’, music sequence following game (e.g. DDR, guitar hero)
The genre was am arcade survival game, Where you move in circles in the same screen trying not to touch the pixel dragon flying around.
Type of game ‘world’ or environment (e.g. flat environment, puzzle/maze space, 3D world?)
The game had a flat environment that left no room for expansion.
Perspective taken by player (e.g first person, third person perspective, top down, isometric) in relation to main player controlled character.
I’m not sure if a side scroller point of view is considered third person, but it appeared to be a side scroller that you could float up and down in, much like Balloon Fight.
Gameplay – what does the player have to do?
The player has to float across the screen (slight gliding that is out of you control) and avoid the flying dragon while shooting flying rocks. I never figured out how to shoot…
Is the gameplay intuitive? (i.e. is it easy to understand what to do without instructions?) describe.
Yes and No. In theory it was simple, but there was no information on the Internet Arcade as to how to activate your weapon. I floated around a lot and died hitting every key waiting to see my character attack back.
Is the gameplay patterned (game does the same thing over & over) or is it random (happens differently every time?)
It is patterned. Much like Pacman it appears to be random in which way the enemy will move, but there are key patterns that leave certain areas as a safe zone.
What does the type of graphic approach used as well as the audio tell you about the limits of the technology at the time the game was published?
Extremely limited in its time of creation. It is simple colored 8bit graphics, mostly using primaries and black, and unfortunately my lab computer does not have speakers so I could not hear the audio.
Describe your views about the game from the point of view of
ease of play No. On the internet Arcade I could never find the attack button. I imagine if I tried the arcade version with the jostick and buttons, it would be extremely easy.
enjoyability No. The lack of being able to defend myself made the game turn into just running for my life. I could not advance to the next level.
c) level of engagement/immersion 1 out of 10
Had you played this game prior to this time? If so, when? Never have I ever.
Describe other games it reminds you of. How does it do this? It reminded me of Balloon Fight for the NES, since the main objective appeared to be just float in circles while trying to avoid the other floating objects.
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Katamari Damacy 2003 trailer
As challenging as it is to narrow down one game as my favorite, I would have to choose Katamari Damacy. The game brought a refreshing playful experience with a unique concept; You are the prince of the cosmos who’s only objective is to roll a ball around Earth, gradually absorbing everything it touches and growing larger in the process.
The game was designed in low poly and used very bright colors for all environments and objects. The overwhelming array of color and objects bring a very childish feel to the game, which works with its simple quirky play style.
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