Most popular games have a lot of things in common with all the others in the same pool. They are all original in their own aspect, have an edge that makes players repeat it over and over, there's twists to keep you interested and entertained, there isn't a lot of one-sidedness; and players are able to choose things, not just follow a rigid, set course.
My ninja game will hopefully translate a lot of these things when people play it. I still have to add in more enemies and figure out ways to incorporate them in an interesting manner. I have one level so far with a course with some options, but will continue to expand on this idea in further levels.
Hopefully I can wrap a bunch of different game types into this one package: platformer, sidescroller, shooter, and possibly simulation-esque. Almost each level has its own genre and style, with some intermediary levels where you fall, etc. Almost loading screen-ish.
Sunday, May 10, 2009
Tuesday, April 21, 2009
Additional Info for Original Game
Possible problems:
Some of my traps, like shooting spikes, will need to have a sight line, and fire darts only when the Ninja walks by.
Enemies that jump around like in the platformer.
Enemies with sight lines and throw things within a certain range.
Key to open door.
Boss at the end of level 2.
Possibly low gravity in some zones.
Some of my traps, like shooting spikes, will need to have a sight line, and fire darts only when the Ninja walks by.
Enemies that jump around like in the platformer.
Enemies with sight lines and throw things within a certain range.
Key to open door.
Boss at the end of level 2.
Possibly low gravity in some zones.
Monday, April 20, 2009
Game Roughdrafting
o What is the goal of the game?
To get to the end of the level, very much like Mario.
o What are the obstacles?
Other enemy ninjas, spike pits, and fireballs. Possibly imps or some kind of demonic entity.
o How do you lose?
If you get hit by an enemy or hit a trap, you die.
o How do you win?
Getting to the end of the level, and beat the Boss at the end of the game.
o Is it a Simulation (like "the cage")? side scroller (like "shooter)? Platformer? puzzle game? Shooter?
Almost like a platformer shooter.
o Describe the main character
+ What does it look like?
He is a little ninja.
+ What can it do?
Has the ability to run, dodge, jump, throw shuriken (ninja stars), and possibly super run.
+ Provide a picture
o Describe each enemy/boss/obstacle
+ What does it look like?
The Boss is a kind of demonic entity, like a pit devil or hellhound. Something that when you look at it you say “That’s just Evil”
+ What can it do?
Lob fireballs and release little demons.
+ What AI/Behaviors does it have?
It could probably release little ball-like minions (like from Zombie-simulation) that can chase you, and have to lead them into a killzone of some sort.
+ Why is it a threat?
This big bad demonic thing wants to kill everything.
+ How can we overcome it?
Hit its weakspot repetitively.
+ Provide a picture
o Describe the level maps (provide pictures)
o Using "http://mywebspiration.com" provide a flow chart of the game
+ Here is a simple/sample one
o List any new/difficult/innovative features the game may have. Things that we will need to figure out how to code.
o What sounds will be in the game?
o Provide as many images/multimedia as you can!
To get to the end of the level, very much like Mario.
o What are the obstacles?
Other enemy ninjas, spike pits, and fireballs. Possibly imps or some kind of demonic entity.
o How do you lose?
If you get hit by an enemy or hit a trap, you die.
o How do you win?
Getting to the end of the level, and beat the Boss at the end of the game.
o Is it a Simulation (like "the cage")? side scroller (like "shooter)? Platformer? puzzle game? Shooter?
Almost like a platformer shooter.
o Describe the main character
+ What does it look like?
He is a little ninja.
+ What can it do?
Has the ability to run, dodge, jump, throw shuriken (ninja stars), and possibly super run.
+ Provide a picture
o Describe each enemy/boss/obstacle
+ What does it look like?
The Boss is a kind of demonic entity, like a pit devil or hellhound. Something that when you look at it you say “That’s just Evil”
+ What can it do?
Lob fireballs and release little demons.
+ What AI/Behaviors does it have?
It could probably release little ball-like minions (like from Zombie-simulation) that can chase you, and have to lead them into a killzone of some sort.
+ Why is it a threat?
This big bad demonic thing wants to kill everything.
+ How can we overcome it?
Hit its weakspot repetitively.
+ Provide a picture
o Describe the level maps (provide pictures)
o Using "http://mywebspiration.com" provide a flow chart of the game
+ Here is a simple/sample one
o List any new/difficult/innovative features the game may have. Things that we will need to figure out how to code.
o What sounds will be in the game?
o Provide as many images/multimedia as you can!
Wednesday, March 18, 2009
News in the Video Game Industry
http://pc.ign.com/articles/956/956101p1.html
Things to Watch in 2009
The introduction of 3D gaming, viewing games through
special glasses in order to experience it in a new way.
Even though this is just an expansion of some technology we already are using (some of us, anyway), I think stepping it up a few notches will definitely help in the long run.
http://news.yahoo.com/s/ap/20090317/ap_en_ot/game_review_new_wars;_ylt=Aq7PgVkiW0XRU.hIy.XOgDEK77EF
Review: 'HAWK' takes fresh approaches to combat
Since 2001, FPS games like Halo and Gears of War have been the top dogs on consoles. Before then, it was Doom and Half-Life for the computer. Now, games are mixing genres, standing above the competition in some ways. Some companies are also bring more action directly for the still popular PC-audience. This includes the games of World of Warcraft, and Halo Wars.

Even so, there are new games that are breaking some barriers, experimenting with combat situations and ways to interact. HAWX is a flight-based game where there are new ways to join combat, and using new, hi-tech planes that can do some creative maneuvers.
Even though the game HAWX got a lower rating, the interaction in combat sounds like a promising jump in the right direction. A right direction, since there is no the right direction in video games, as the audiences are so diverse.
http://tech.yahoo.com/news/pcworld/20090313/tc_pcworld/patentrevealsappletvtogetawiilikeremote
Patent reveals Apple TV to get a Wii like remote
Sourced from two patents made by Apple, it seems as though Apple TV will gain a new remote that will interact with a dock and control system that would be very similar to Wii-remotes in order expand interaction. Its not for sure-for sure if the controls will be used, but the patents are filed thus far.
Pic: http://news.cnet.com/8301-17938_105-10196820-1.html
Things to Watch in 2009
The introduction of 3D gaming, viewing games through
special glasses in order to experience it in a new way.Even though this is just an expansion of some technology we already are using (some of us, anyway), I think stepping it up a few notches will definitely help in the long run.
http://news.yahoo.com/s/ap/20090317/ap_en_ot/game_review_new_wars;_ylt=Aq7PgVkiW0XRU.hIy.XOgDEK77EF
Review: 'HAWK' takes fresh approaches to combat
Since 2001, FPS games like Halo and Gears of War have been the top dogs on consoles. Before then, it was Doom and Half-Life for the computer. Now, games are mixing genres, standing above the competition in some ways. Some companies are also bring more action directly for the still popular PC-audience. This includes the games of World of Warcraft, and Halo Wars.

Even so, there are new games that are breaking some barriers, experimenting with combat situations and ways to interact. HAWX is a flight-based game where there are new ways to join combat, and using new, hi-tech planes that can do some creative maneuvers.
Even though the game HAWX got a lower rating, the interaction in combat sounds like a promising jump in the right direction. A right direction, since there is no the right direction in video games, as the audiences are so diverse.
http://tech.yahoo.com/news/pcworld/20090313/tc_pcworld/patentrevealsappletvtogetawiilikeremote
Patent reveals Apple TV to get a Wii like remote
Sourced from two patents made by Apple, it seems as though Apple TV will gain a new remote that will interact with a dock and control system that would be very similar to Wii-remotes in order expand interaction. Its not for sure-for sure if the controls will be used, but the patents are filed thus far.

Pic: http://news.cnet.com/8301-17938_105-10196820-1.html
Friday, February 13, 2009
Submachine Review
Submachine (One, Extended), created by Mateusz J. Skutnik
Flash game, can be found at: http://www.freegameplayer.com/games/submachine/
Rating: Everyone. Probably 10+ because its a puzzle(ing) game.
Submachine is a creepy-soundtracked point-and-click puzzle game, very much like the cult-like Myst and
Riven games. You start in a tan-gold-brown colored room, listening to weird, shiver-down-your-spine inducing music. All you can see is a ladder, two doorways, and what looks to be like an equipment bar.
Just like Myst, you have no idea what you have to do or need to collect or anything. Just start guessing, collecting clues, and puzzling. Also, you collect pieces of paper with seemingly random information that suggests the person who wrote them isn't exactly sane/normal.
Once you start, you can click on doorways, switches, ladders, baubles, etc. and hear different sound effects and animations, or just nothing. If you click an item you need, you instantly pick it up. You can then later drag tools from your equipment (right of your screen) and drag it to where you think it goes.
[As you can see here]
NEVER give up, this game takes patience and odd-ways of thinking, but persistence and creativity really pays off. Also, there is a lot of backtracking involved. Basically, if you're familiar with Myst, then you'll be ahead of the pack in playing this game. At least you know what to expect. Kinda.
As you slowly gather clues, have a very sharp eye for hidden clues and almost the mindset of a crazy person: Where to cleverly hide clues in the open? There is also the hintings at a sequel: A picture in one of the rooms is a lighthouse, with the words "Sub_2" at the bottom.
Once everything is collected, fixed, turned, switched, charged, and ready, and you are at the end of your wits and patience has run out, you are able to use a teleport device, which is shaped like a glass donut on a pedastal. I won't give away the ending, go play it!
The music really adds to the overall feel of the game and keeps you edgy, almost expecting a run-in with a monster or something to try and kill you. (Not that kind of game, trust me.) The graphics are also cartoony, almost cel-shaded, but also helps maintain the air of the game. The extended version has more rooms, and arranged in a very different way, so make sure you know which version you are playing.
I highly recommend this game to anyone who has played (and like, or has been hooked on) the Myst and Riven games for the PC. Once you're done, you really want to play some more, and you can, sicne some of the details and ways to solve certain things change (like numbers to passwords, etc.) which keeps you on your toes; but thank Gaia that there's a second one to sate the thirst for point-and-click!
4.5/5
Next time: Submachine 2!
Flash game, can be found at: http://www.freegameplayer.com/games/submachine/
Rating: Everyone. Probably 10+ because its a puzzle(ing) game.
Submachine is a creepy-soundtracked point-and-click puzzle game, very much like the cult-like Myst and
Riven games. You start in a tan-gold-brown colored room, listening to weird, shiver-down-your-spine inducing music. All you can see is a ladder, two doorways, and what looks to be like an equipment bar.Just like Myst, you have no idea what you have to do or need to collect or anything. Just start guessing, collecting clues, and puzzling. Also, you collect pieces of paper with seemingly random information that suggests the person who wrote them isn't exactly sane/normal.
Once you start, you can click on doorways, switches, ladders, baubles, etc. and hear different sound effects and animations, or just nothing. If you click an item you need, you instantly pick it up. You can then later drag tools from your equipment (right of your screen) and drag it to where you think it goes.
[As you can see here]NEVER give up, this game takes patience and odd-ways of thinking, but persistence and creativity really pays off. Also, there is a lot of backtracking involved. Basically, if you're familiar with Myst, then you'll be ahead of the pack in playing this game. At least you know what to expect. Kinda.
As you slowly gather clues, have a very sharp eye for hidden clues and almost the mindset of a crazy person: Where to cleverly hide clues in the open? There is also the hintings at a sequel: A picture in one of the rooms is a lighthouse, with the words "Sub_2" at the bottom.
Once everything is collected, fixed, turned, switched, charged, and ready, and you are at the end of your wits and patience has run out, you are able to use a teleport device, which is shaped like a glass donut on a pedastal. I won't give away the ending, go play it!
The music really adds to the overall feel of the game and keeps you edgy, almost expecting a run-in with a monster or something to try and kill you. (Not that kind of game, trust me.) The graphics are also cartoony, almost cel-shaded, but also helps maintain the air of the game. The extended version has more rooms, and arranged in a very different way, so make sure you know which version you are playing.
I highly recommend this game to anyone who has played (and like, or has been hooked on) the Myst and Riven games for the PC. Once you're done, you really want to play some more, and you can, sicne some of the details and ways to solve certain things change (like numbers to passwords, etc.) which keeps you on your toes; but thank Gaia that there's a second one to sate the thirst for point-and-click!
4.5/5
Next time: Submachine 2!
Monday, February 9, 2009
New Behaviors
Possible new behaviors for our "Cage" game (or also known as "Zomb--"...er...the "Common Cold")
Blue ball can only stay within this territory or zone on the map.
When red ball hits blue ball, blue ball changes to red, and has the same attributes (movement, etc.) as red ball.
When blue ball hits a specific wall (or object), blue ball dies, but red ball doesn't.
Red ball runs away from blue ball if it sees blue ball.
Reds will group together when they see each other.
Blue ball will run away from other blue balls, but chase down reds if seen.
Blue ball can only stay within this territory or zone on the map.
When red ball hits blue ball, blue ball changes to red, and has the same attributes (movement, etc.) as red ball.
When blue ball hits a specific wall (or object), blue ball dies, but red ball doesn't.
Red ball runs away from blue ball if it sees blue ball.
Reds will group together when they see each other.
Blue ball will run away from other blue balls, but chase down reds if seen.
Friday, February 6, 2009
Triachnid Review
In an internet full of random and silly games to play online, one of the few that stand out to me and make me want to play on and on is Triachnid!
Originally found on NewGrounds: www.newgrounds.com/portal/view/347467
Design and Programming - Florian Himsl
Graphics and Design - Edmund McMillen
Music - Tin Hat Trio
Sound Effects - Anders Gustafsson
Slight graphic violence.
The game starts out with a few simple, yet well produced images, showing a "family" of three-legged spider-like creatures (triachnids). A giant worm eats up the female-looking triachnid, who drops the egg-sac she's carrying. The male triachnid tries attacking, but in vain. The worm disappears, leaving the triachnid alone.
This is where you start: A heart-broken triachnid searching for "his" offspring, and seeking revenge for his murdered...wife?
The game play is a little shaky at first, you use the mouse to drag around his legs to make him move around. The best way to move is as if he is a pinwheel--legs flailing in a smooth circular circular motion.
You can also spin weblines; grab various things from your eggsac, enemies, and your weblines; hold your breath underwater; and hold things in your mouth (like your eggsac or eating enemies).
A good review of the instructions and playing around on the first level are recommended.
Good use of a web...while standing on the ground...

In essence, Triachnid is a sidescroller. Your objective is to get to the finish line of each level, and finding as many of your offspring as possible along the way. The levels progress in a way that you get used to different aspects of the game. New elements such as key-bugs used to unlock doors, swinging from your web, eating enemies for health, throwing items, moving efficiently underwater, saving your offspring, and using the environment are all combined on the last few levels when you travel inside the giant worm.
It is a short, but addictive game to play, and again (as Portal Flash) you want to start replaying it as soon as it is over. The soft and relaxing music adds a whole new layer to the game, and it makes me want to buy Tin Hat Trio's album. The triachnid also has a "vocabulary" that makes him easy to understand: Everything from a gruff growl when he grabs an enemy to an affectionate "purr" when he picks up his offspring.
Look, he's a pappa!
The graphics are very cartoony, but really uphold the atmosphere of the world of Triachnid. The background is blurred and what is closer is in more detail. Although, when you are travelling through the bowels of the worm, there are some arteries that are blurred to make it look like the screen is a few inches from them.
Overall, Triachnid is a very entertaining use of spare time. Also, the music is very soft and soothing, for those stressful days at work. The only thing of what I'd ask of in this game was an extended gameplay, so I can keep messing around with this character!
To the Creators:
Keep it up! I'm looking forward to number 2.
4.7/5!
Originally found on NewGrounds: www.newgrounds.com/portal/view/347467
Design and Programming - Florian Himsl
Graphics and Design - Edmund McMillen
Music - Tin Hat Trio
Sound Effects - Anders Gustafsson
Slight graphic violence.
The game starts out with a few simple, yet well produced images, showing a "family" of three-legged spider-like creatures (triachnids). A giant worm eats up the female-looking triachnid, who drops the egg-sac she's carrying. The male triachnid tries attacking, but in vain. The worm disappears, leaving the triachnid alone.
The game play is a little shaky at first, you use the mouse to drag around his legs to make him move around. The best way to move is as if he is a pinwheel--legs flailing in a smooth circular circular motion.
You can also spin weblines; grab various things from your eggsac, enemies, and your weblines; hold your breath underwater; and hold things in your mouth (like your eggsac or eating enemies).
A good review of the instructions and playing around on the first level are recommended.

In essence, Triachnid is a sidescroller. Your objective is to get to the finish line of each level, and finding as many of your offspring as possible along the way. The levels progress in a way that you get used to different aspects of the game. New elements such as key-bugs used to unlock doors, swinging from your web, eating enemies for health, throwing items, moving efficiently underwater, saving your offspring, and using the environment are all combined on the last few levels when you travel inside the giant worm.
It is a short, but addictive game to play, and again (as Portal Flash) you want to start replaying it as soon as it is over. The soft and relaxing music adds a whole new layer to the game, and it makes me want to buy Tin Hat Trio's album. The triachnid also has a "vocabulary" that makes him easy to understand: Everything from a gruff growl when he grabs an enemy to an affectionate "purr" when he picks up his offspring.
Look, he's a pappa!
The graphics are very cartoony, but really uphold the atmosphere of the world of Triachnid. The background is blurred and what is closer is in more detail. Although, when you are travelling through the bowels of the worm, there are some arteries that are blurred to make it look like the screen is a few inches from them.
Overall, Triachnid is a very entertaining use of spare time. Also, the music is very soft and soothing, for those stressful days at work. The only thing of what I'd ask of in this game was an extended gameplay, so I can keep messing around with this character!
To the Creators:
Keep it up! I'm looking forward to number 2.
4.7/5!
Friday, January 30, 2009
Portal Review

Portal - The Flash Version
Available online, Adobe Flash required.
http://portal.wecreatestuff.com
This is a spin off based off of Valve's highly successful Portal game, available through The Orange Box for the XBox 360. Valve also created the Half-Life Saga.
Portal is all about getting from the entrance of a room, to the exit. Simple enough. Now add in portals, allowing teleporting from one place to another. Pretty sweet.
In the game, you use the portal gun that shoots yellow and blue portals. Once both colors are set up on walls, you can "walk" through yellow, and come out through blue; vice versa. Easy to use. Okay, now add in obstacles such as pits, moving platforms, un-portal-able walls, sentry bots, force fields of various types, cubes, buttons, switches, doors, electrified floors, and even Gravity. That's when it all gets complicated.
The game design is simple, almost sidescrolling--without the sidescroll. Its a concoction of platformer, advernture, and puzzle, and its "father" from the 360 also incorporated first person shooter to the list.
In the Flash version, everything from the 360 version is simplified into a nice package. Not too easy, not too difficult. Its easy to pick up online anytime you're on a computer. The levels progress at a good pace, slowly getting you adapted to the type of thinking that's used in solving the puzzles. Once you're ready, then it starts to escalate, quickly challenging even the most talented Portal-shooter.
Just like it's "father", the end of the game leaves you sputtering for more, so you go back and replay it again. The beauty of it, you can solve each room in a different way. If you're skilled enough, you can even use what is called "portal stepping."

I highly recommend this game, for newbies, as well as for experienced, 360-Portal veterans looking for a way to feed the Portal craving. This game is enjoyable even if you haven't played the "father", but I recommend playing both to get the full experience of the Portal idea. Join the cult.
Oh, and Portal: Still Alive for 360 is coming out soon.
Tuesday, January 27, 2009
DigiPen One
Game Development:
The Development Team of a game creates a game, and codes it so that it responds and looks the way they want it to. Development teams can have anywhere from 20-150 people all working on various aspects within a game, depending on the game's scope, game play, storyline, difficulty, and several other variables.
Each of these things will be run by different branches within the Development Family. Some of these are Directors, Game Designers, 2D/3D Artists, Game Testers, etc.
This huge industry has an ever-growing demand for all positions for creating a game. By 2009, it is projected that US employment for the gaming industry will grow from 145,000 to 250,000. Also, gaming technology is also leaking into other areas such as military and medicine.
The people that are coders are the driving force behind how a game reacts, how it feels, looks, and sounds. Everything from the game physics to the visuals for the background, is all because of coders. It is because of this branch that a 2D/3D character can go from standing there idly, to jumping into battle wielding an assault rifle with a chain-saw bayonet.
The Development Team of a game creates a game, and codes it so that it responds and looks the way they want it to. Development teams can have anywhere from 20-150 people all working on various aspects within a game, depending on the game's scope, game play, storyline, difficulty, and several other variables.
Each of these things will be run by different branches within the Development Family. Some of these are Directors, Game Designers, 2D/3D Artists, Game Testers, etc.
This huge industry has an ever-growing demand for all positions for creating a game. By 2009, it is projected that US employment for the gaming industry will grow from 145,000 to 250,000. Also, gaming technology is also leaking into other areas such as military and medicine.
The people that are coders are the driving force behind how a game reacts, how it feels, looks, and sounds. Everything from the game physics to the visuals for the background, is all because of coders. It is because of this branch that a 2D/3D character can go from standing there idly, to jumping into battle wielding an assault rifle with a chain-saw bayonet.
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