2dplatformergameconceptwsc
2dplatformergameconceptwsc
2D platformer game concept
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2dplatformergameconceptwsc 3 years ago
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2D platformer evaluation
Original evaluation was lost due to Chrome being deleted on every machine.
What went well?
From the beginning to the end of the project my abilities to code and design have been tested in the 7-week duration of the project. To start with I had no prior experience with photoshop or Unreal engine and had quite low expectations for myself. Now we're at the end of the project I have massively exceeded my own expectations by producing a platformer that myself and 9 other playtesters have enjoyed playing. One thing that went well was the early production of the necessary blueprints that proved to be very useful later on in the development of my game. This allowed me to use these crucial pieces of code that were to be used in my game as soon as possible. The deathbox to me required little effort but gave the best reward, without the deathbox blueprint my game wouldn't be as punishing as it is, and the punishment is what engrosses the player as they know they can do better. Another piece of code I made that heavily inspired how my game now functions was the teleporter. The original teleporter code is not the same as my current one but it sparked the inspiration for the different levels loading with one-way teleporters. The early teleporter and late teleporter's codes can be found in my blog.
What could've gone better?
Not everything is perfect, there will always be something you wish could've gone better. For me, that was the amount of time I wasted trying to set up a second camera so that it would follow the character and stop when it reached a certain location. This piece of code was for a blueprint named CameraActor2 and another named CameraThreshold. The code for the CameraActor2 wasn't even fully completed before it was decided to be too difficult. This loss of time then prohibited me from adding in features that I wanted. There were supposed to be some kind of enemies in my game and the character was supposed to have a sword to slay these enemies, but I had to prioritise the more important tasks I needed to complete. Despite me not being able to fulfil the list of things I wanted to include, I was able to change some things after receiving feedback from playtesters. However, I do regret trying to set up the CameraActor2 as my game could have a couple more gameplay features. These features were not vital but more of a want than a need.
What would you have done differently next time?
If there was another time when I was to make another 2D platformer, I would first choose a different theme to the gloomy caves. I had nothing against my choice of tiles and character design, I thought that a different theme would expand my creative capability. What I mean by this is being able to make a game of any theme. Though I could probably do this just fine I would never know until I do it next time. Another thing I would do differently would be to make sure I don't try and set myself a task that is too difficult, an example of this being CameraActor2 so I could add more game mechanics such as wall running or enemies. The playtesters were happy with how the game currently was but they all said the same thing: add enemies. The last thing that I would do differently would be the scale of difficulty. My game consisted of a fairly hard aspect throughout the levels. The 9 people that played my game did not make it to the end of the game. Only I did. However, this means that from this project I can take away all of the pieces of feedback received and incorporate them into any future games I make, thus improving my ability as a Games Designer.
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2dplatformergameconceptwsc 3 years ago
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Updated gameplay that includes start and end screen
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2dplatformergameconceptwsc 3 years ago
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Play testing 2
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The second playtesting session gave me different feedback due to different playing my game. One thing that didn't change was that 100% of the people who played liked the style of my game, another similar thing was that the testers enjoyed the double jump, though the sound effects and death animation were praised as they are fairly recent additions.
The useful feedback given suggested that I should add enemies (which was a question included in the previous questionnaire) and moving platforms. I would definitely add these features into the game if only I had more time.
However one recurring thing is that some people find the game at a medium or high difficulty, not easy. I have assessed the levels and played through it many times to come to the conclusion that the game itself isn't too hard you just need to get used to the controls. I appreciate the feedback about the speed etc but I want the movement to be unique to my game.
Overall the feedback I received for my game was pretty uplifting, seeing that people were enjoying my game.
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2dplatformergameconceptwsc 3 years ago
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Start and End screen Unreal engine 5
The start screen is displayed at the beginning of gameplay
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2dplatformergameconceptwsc 3 years ago
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Video footage of the 2D platformer I have been designing since the 6th September. The footage shows the current design as of the 19th October. Unfortunately this is most likely what the project will be left as, with no further development due to the project deadline being tomorrow (20th October.)
There were a few things I would've liked to include, such as: Clouds beneath feet when walking and jumping, more levels, better walking animation, background that I created myself in photoshop, and other things that were included on my to do lists in separate blogs
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2dplatformergameconceptwsc 3 years ago
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Reviewing 5 HUD's from different games
Dead space
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Dead Space appears to have no hud. In reality,聽Dead Space has a diegetic hud, meaning it is part of the game world as a projection in front of your character which only appears when accessing your inventory
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2dplatformergameconceptwsc 3 years ago
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Limbo, Celeste, Badland, Inside research
In latin Limbo means edge or boundary referring to the edge of hell. Limbo is a聽puzzle platform聽video game聽developed by independent studio聽Playdead聽and originally published by聽Microsoft Game Studios聽for the聽Xbox 360. The game was released in July 2010 on聽Xbox Live Arcade, and has since been聽ported聽by Playdead to several other systems, including the聽PlayStation 3,聽Linux聽and聽Microsoft Windows.聽Limbo聽is a聽2D聽side-scroller, incorporating a聽physics system聽that governs environmental objects and the聽player character. The player guides an unnamed boy through dangerous environments and traps as he searches for his sister. The developer built the game's puzzles expecting the player to fail before finding the correct solution. Playdead called the style of play trial and death
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Limbo is presented through dark,聽greyscale聽graphics and with minimalist ambient sounds, creating an eerie, haunting environment. The dark visuals also serve to conceal numerous lethal surprises, including such environmental and physical hazards as deadly聽bear traps聽on the forest floor, or lethal monsters hiding in the shadows
The primary character in聽Limbo聽is a nameless boy, who awakens in the middle of a forest on the edge of hell where he encounters a giant spider who tries to kill him. After using a trap to cut off the sharp points on half of the spider's legs, it retreats further into the forest, and the boy is allowed to pass.聽
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Playdead chose to ignore outside advice from investors and critics during development, such as to add multiplayer play and adjustable difficulty levels, and to extend the game's length. According to Patti, Playdead felt these changes would break the integrity of Jensen's original vision.
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Celeste
Celeste聽is a 2018聽platform game聽designed, directed and written by聽Maddy Thorson聽and programmed by Thorson and Noel Berry. It is a fully-fledged version of the聽PICO-8聽prototype made by Thorson and Berry during a聽game jam聽in 2016. Set on a fictional version of聽Mount Celeste, it follows a young woman named聽Madeline聽who attempts to climb the mountain, and must face her inner demons in her quest to reach the summit.
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The聽gameplay聽is based on a series of two-dimensional screens presenting obstacles that require strategy, precision and a quick聽reaction time聽from the player in order to be overcome. Considered challenging and often compared to games like聽Super Meat Boy, Celeste includes settings to granularly adjust its difficulty.
Celeste聽received critical acclaim upon release, being praised for its story, gameplay, and soundtrack. It won several awards, including the Best Independent Game and Games for Impact awards at聽The Game Awards 2018, where it was also nominated for聽Game of the Year.聽Celeste聽was also a financial success, selling over a million copies by the end of 2019.
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Badland
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Badland聽is a聽mobile video game聽developed by Finland-based Frogmind Games and first released on the聽iOS聽and聽Android聽platforms in 2013.聽It was released on聽Windows聽in June 2014.聽There is also a聽Game of the Year Edition聽that was released in May 2015 for聽PlayStation 3,聽PlayStation 4,聽PlayStation Vita,聽Xbox One,聽Wii U聽and聽Steam聽for聽Linux,聽Microsoft Windows聽and聽OS聽and in August 2021 for聽Nintendo Switch.聽In December 2015, its sequel聽Badland 2聽was released on聽iOS聽and聽Android
The player flies around a little black creature called a Clone through the woods of the game. Beginning in Day I, the game progresses through four stages which consist of Dawn, Noon, Dusk, and Night, each with a separate color scheme and new theme of traps. As the player goes through Day I, egg-shaped machines begin to come out of the water of the background. Heading into the night, the machines begin to turn on and the game becomes harder as the machines become part of the dangers of the forest. Eventually, the character succeeds in disabling the machines and the machines become dormant once again until Day II begins it all over. Most of Day II is similar in plot structure, but smaller octopus-like machines begin to make themselves known and the animals in the forest begin to disappear. The last level includes saving a rabbit that was hanging by its foot and eventually coming to fly in front of a giant eye of one of the machines, leaving a cliffhanger into possible future updates
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Inside
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Inside聽is a聽puzzle-platform game聽developed and published by聽Playdead聽in 2016 for聽PlayStation 4,聽Xbox One聽and聽Microsoft Windows. The game was released for聽iOS聽in December 2017 and聽Nintendo Switch聽in June 2018. A聽macOS聽version was released in June 2020. The player controls a boy in a聽dystopic聽world, solving environmental puzzles and avoiding death. It is the successor to Playdead's 2010聽Limbo,聽with similar聽2.5D聽gameplay.
Playdead began work on聽Inside聽shortly after the release of聽Limbo, using聽Limbo's custom聽game engine. The team switched to聽Unity聽to simplify development, adding their own聽rendering routines, later released as聽open source, to create a signature look. The game was partially funded by a grant from the聽Danish Film Institute.聽Inside聽premiered at聽Microsoft's聽E3 2014聽conference, with a planned release in 2015, but was delayed to 2016.
Inside聽was released to critical acclaim. Critics noted it as an improvement over聽Limbo, praising its art direction, atmosphere and gameplay. The game was nominated for numerous accolades, including game of the year, and won several independent and technical achievements
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2dplatformergameconceptwsc 3 years ago
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Hyper Light drifter, Guacamelee, Castle Crashers, Super Meat Boy
Hyper light drifter
Hyper Light Drifter聽is a 2D聽action role-playing game聽developed by聽Heart Machine. The game pays homage to聽8-bit聽and聽16-bit聽games, and is considered by its lead developer Alx Preston as a combination of聽The Legend of Zelda: A Link to the Past聽and聽Diablo. Preston originally launched聽Kickstarter聽funding for the title for approximately聽US$27,000聽to develop the title for聽Microsoft Windows,聽OS X, and聽Linux聽computers, but ended up with more than聽US$600,000, allowing him to hire more programmers and artists, and expanding the title for console and portable platforms through stretch goals. Though originally scoped for release in 2014, various improvements in the game and issues with Preston's health set the release back. The Microsoft Windows, Linux and OS X versions were released in March 2016.
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The Drifter is equipped with an聽energy sword聽but can gain access to other modules that expand their weapon and ability arsenal. These often require power from rare batteries scattered around the world. Weaponry includes traditional console role-playing game archetypes, including long-range guns and area attacks.聽Rather than scavenging ammunition from the game world to load the player's guns, the player's ammunition instead charges when hitting enemies and objects with the energy sword.聽The player faces increasingly difficult monsters, both in number and ability, requiring the player to hone their tactics to succeed in the game. Preston's goal was to replicate the experience of playing on the聽SNES, noting that the unit had "amazing, almost perfect games designed for limited environments"
Hyper Light Drifter聽is primarily based on the vision of its key developer, Alx Preston. Preston had been born with聽congenital heart disease, and throughout his life has been hospitalised with digestive and immune-system issues relating to this condition.聽While in college, Preston had used the mediums of painting and film to illustrate his experiences with frail health and near-death conditions.
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Guacamelee
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Guacamelee!聽is a聽Metroidvania action platforming video game聽developed and published by聽DrinkBox Studios,聽initially launched in April 2013 for platforms聽PlayStation 3聽and聽PlayStation Vita聽and was later ported to聽Microsoft Windows聽in August and to聽OS X聽and聽Linux聽in February 2014. Guacamelee!聽is a hybrid 2D聽Metroidvania聽style action platform and聽brawler. Players control the聽luchador聽Juan and explore an open, non-linear world to complete the central story objectives while collecting necessary character upgrades and battling enemies. Coins collected from defeated enemies are used to buy new skills at shops,聽which also double as checkpoints. The game features drop in co op play.
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Juan gains power to confront and defeat the rest of Calaca's forces. Juan pursues Calaca to the altar where the ceremony is being held and defeats him, but does not arrive in time to save Lupita. In the normal ending, Juan returns to his village and lives his life in peace until reuniting with Lupita in the afterlife and the mask disappears. In the true ending, attained if the player clears all the hidden trials, Lupita is revived by the power of Juan's mask which breaks apart, and the two return together to the village where they get married.
Castle Crashers
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Castle Crashers聽is a 2D聽side scrolling hack and slash聽video game developed by聽The Behemoth. It features music created by members of聽Newgrounds. The聽Xbox 360聽version was released on August 27, 2008, via聽Xbox Live Arcade聽as part of the Xbox Live Summer of Arcade. The聽PlayStation 3聽version was released in North America on August 31, 2010, and November 3 2010, in Europe via the聽PlayStation Network. A聽Microsoft Windows聽version, exclusive to聽Steam, was announced on August 16 2012.聽The game is set in a fictional medieval universe in which a dark wizard steals a mystical crystal and captures four princesses. Four knights are charged by the king to rescue the princesses, recover the crystal, and bring the wizard to justice.
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On June 15, 2015, The Behemoth announced聽Castle Crashers Remastered, a remastered version of the game for聽Xbox One, while the Steam version received it in the form of a free update. The remastered version features higher quality textures, uncapped frame-rate, performance improvements.
Castle Crashers聽supports cooperative gameplay for up to four players, either locally or online. The game progression in terms of what stages are unlocked is defined by the player who is furthest along, although some levels require all players to have unlocked them before proceeding to them; however, each player character will gain experience points and acquire wealth, weapons, and animal orbs independently as they progress with the rest of the party. Experience is collected by killing enemies.
Super meat boy
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Super Meat Boy聽is a 2010聽platform game聽designed by聽Edmund McMillen聽and聽Tommy Refenes聽under the collective name of "Team Meat". It was self published as the successor to聽Meat Boy, a 2008聽flash game聽designed by McMillen and Jonathan McEntee. In the game, the player controls Meat Boy, a red, cube-shaped character, as he attempts to rescue his girlfriend, Bandage Girl, from the game's antagonist Dr. Fetus. The gameplay is characterised by fine control and split-second timing, as the player runs and jumps through over 300聽hazardous聽levels聽while avoiding obstacles. The game also supports the creation of player created levels.聽Super Meat Boy聽was first released on the聽Xbox 360聽through聽Xbox Live Arcade聽in October 2010, and was later ported to聽Microsoft Windows,聽OS X,聽Linux,聽PlayStation 4,聽PlayStation Vita,聽Wii U, and the聽Nintendo Switch.
Development of the game began in early 2009. McMillen worked on聽level design聽and artwork, while Refenes聽coded聽it. The game's soundtrack was written by聽Danny Baranowsky, who had also worked on the original聽Meat Boy.聽Super Meat Boy聽won several awards, and has been cited as one of the聽greatest video games of all time. Critics lauded the game's controls, art, soundtrack, and challenging gameplay. The game was also a commercial success, selling over a million copies by January 2012. A sequel,聽Super Meat Boy Forever, was released on December 23 2020.
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Levels in each chapter can be played in any order, but a certain number of levels need to be completed to access the聽boss聽stage, which unlocks the next chapter if cleared.聽The player has an unlimited number of attempts to complete each level. If Meat Boy is killed, he immediately restarts the level, though the ornamental red meat juice left behind on surfaces that the player has touched remains. A replay function, which may be accessed after a level is completed, which shows all the player's attempts to complete the level.
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2dplatformergameconceptwsc 3 years ago
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What is a HUD?
A聽head-up display, or聽heads-up display,聽also known as a聽HUD, is any聽transparent display聽that presents data without requiring users to look away from their usual viewpoints. The origin of the name stems from a聽pilot聽being able to view information with the head positioned up and looking forward, instead of angled down looking at lower instruments. A HUD also has the advantage that the pilot's eyes do not need to聽refocus聽to view the outside after looking at the optically nearer instruments.
We can apply this to the video game industry of a visual guide that can help the player in some way without them having to look away from their viewpoint.
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In games however, the HUD is聽the method by which information is visually relayed to the player as part of a game's user interface. It takes its name from the head up displays used in modern aircraft which is explained above.
HUD's in video games typically include: Health, time, weapons, ammunition, menu, progression, mini map and a cursor/cross hair.
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In this Gif we have the health, progression, and stamina being displayed. These will be a piece of the code of a game so it is displayed.
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This is a games menu, it shares the same aspects of a HUD minus it being in the game as the player progresses. Only visible upon start of game or restart.
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This gif displays some form of cross hair that is included in the HUD. The cross-hair never moves unless it is binded to the mouse otherwise it typically stays in the middle of the screen.
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2dplatformergameconceptwsc 3 years ago
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Audio files in Unreal engine 5
To add sfx to my game I needed to download sound files. The websites I used were freesound.org and opengameart.org.
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I made a file on my usb containing the sounds I would want to use.
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Here is how the jump sound is linked.
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These two pieces of code where existing ones with the play sound strapped onto the end.
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This additional source of code consisted of many branches deciding whether the wanted path was true or false. This allowed the walking animation to stop playing over itself and stop when there was no movement input.
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This set of code made it so if the jump counter was greater than 2, then the audio sound did not receive the command to play due to the booleans.
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2dplatformergameconceptwsc 3 years ago
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Animations Unreal engine 5
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2dplatformergameconceptwsc 3 years ago
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TileSet Unreal engine 5
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2dplatformergameconceptwsc 3 years ago
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Tilemaps Unreal engine 5
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2dplatformergameconceptwsc 3 years ago
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Teleporter Unreal engine 5
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2dplatformergameconceptwsc 3 years ago
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HUD widget Unreal engine 5
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2dplatformergameconceptwsc 3 years ago
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Moving Platform unreal engine 5
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2dplatformergameconceptwsc 3 years ago
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Harm player Unreal engine 5
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