Tuesday, December 29, 2015

LD: Towerfall Overview Part 2




I've retried making an upgraded version of my last test with the basic assets at first before impact the thematic of a level.

My 5 main focus for this revision:
- Increased interaction with the environment: Eg. Crouch x Dash
- Increased the variety of path to increase movement possibilities through the map
- Take into account the possibilities to deal with turtling/camping behaviors
- Adding one or two hazards to add variety throughout the player actions
- Promote new opportunities from all positions everytime a new round starts

I'll be looking forward on the next part!

Friday, November 13, 2015

LD: Towerfall Overview


Multiplayer Level Editor Overview


Quick test of Gym

I had the opportunity to try out a few times the level editor available with the expansion of Towerfall only.


After this test, I'll look into creating new maps for the Steam Workshop and have a comeback on the modding community. However, I'm still waiting for the level editor of Hotline Miami 2 which has been announced for some time...


These tools will definetly help me mix my knowledge of rational level design and practical level design. Plus, I can directly impact one of my favorite couch gaming experiences like Towerfall, facepaced racing game like Distance and also a top single player experiences like Hotline Miami!





Thursday, January 1, 2015

Procedural Generation - IGDA Webinar

Sneak Peek of the Webinar



A subject that intrigued me the most recently: Procedural Generation in Video Games by Julian Togelius.

Video linkhttps://www.youtube.com/watch?v=UVRqCK6m7m4 

Portfolio: http://julian.togelius.com/
More information on this link: http://pcgbook.com/ 
More information part 2: http://www.gvgai.net/vgdl.php

Procedural Generation for platformers: Tanagra by Whitehead 
http://www.academia.edu/2806330/Tanagra_An_Intelligent_Level_Design_Assistant_for_2D_Platformers

Procedural Generation for RTS/Dungeon: Sketchbook Sentient 
http://julian.togelius.com/Liapis2013Sentient.pdf

Procedural Generation for physics based Puzzles: Ropossum
https://www.youtube.com/watch?v=FM3v0tbdKrs


Pros 
- Game Generators
- Dungeon Design (Spelunky/Roguelikes)
- AI via the Generation
- Replay Value
- Completly New Levels
- Speed Tree (Asset Generation)
- Hexagram Design (Tiles/Ludi/Yavalath)
- Univerty Researches
- Patterns (Sidescroller) Super Mario
--- Vertical Tiles (Strings)
--- Tiles
--- API key system
--- Enemy Hordes/Pipes Valleys/3-Path
- Patterns (RTS) SC2
--- Desired Traits (Playability/Fairness/Skill differentiation/Interestingness) 

--- Traits to Fitness functions
--- Multiobjective evolution
--- Ressources fairness vs Choke Points (Blocks)
- Human Designer
--- You are a guide that does interactive evolution
--- Initiative between computer generation and design !
- Tanagra for platformers (Free)
- Sentient Sketchbook for Map Sketches (RTS-Dungeon) (
Free)
- Ropossum (
Free)- Less repetitive game tasks! Yes
- Always need Human Supervision
- Learn Python


Cons:
- Controlability of Goals and Restrictions
- Rapid development? (Design Time vs Real Time)
- Reliable? Unplayable sometimes?
- Creativity (Content Modular looks the same)
- Diversity (Variations)
- AI still not stable
- Human Designer? Still necessary?! Yes for now.

Check out my past article about Procedural Generation (Tanya Short/Migs) 
The video made me realise how much Procedural Generation will change the way we design games this year since it became a way for replay value and creative restrictions. Check it out! 


I'll share further iterations of my levels when it's done and also part 2 of Meta Warrior.
Or
If there is some challenges to participate from Mapcore, I'll share it too
* David Mapper might be a great challenge to create a dungeon like game!

Don't forget to check out my portfolio here: http://richardsavann.com/
Now crossing my fingers for my submission at UDM in Game Design.

Happy new Year everybody and have great holidays!
Richard



A topic which I'll pursue more into my next studies

Wednesday, December 17, 2014

Meta Warrior: Game Design Part 1



One Page Design

My goal as a Game Designer was to push & establish the core mechanics of the Panic Mode and recycle the Beat Em Up mechanics to create an intuitive and interesting game experience.
The dynamics are related to the combo system and how we use the mechanics against every situation. For example: One specific move/combo is better against one specific enemy then another enemy. (more info soon)

Aesthetically, the game makes us feel Overpowered/Heavy/Careless like a Badass character in the Beat Em Up and feel overwhelmed/heavy/weak like a Tactiful character in the Panic Mode. 


In the Beat Em Up, you can fight endlessly against enemy waves till the screen turns dark and when it happens it launches the Panic mode. 

Here are two in game screenshots of an early build:

Beat Em Up Mode

Panic Mode



Teaser


Cutscene 2D without subtitles


All 3D Cutscenes


Extra:

My team and I attended the Imaginad Event at SAT to playtest the game to different people of different companies yesterday! 

It was a success and we even playtested the game to Jason Della Rocca from Execution Labs/IGDA, people from Beenox, from Sony, students and more.
Feedback is really important to us and we are thinking about future changes of the game.

Feedback we had:


- Badass
- Hardcore
- Nice Cellshading
- Realism + Stylised = Great
- Needs a tutorial
- More Panic Feedback
- Kickstarter?
- MRGS and IGDA 
- Shorter Build
- Checkpoints
- Animation Glitches
- Nice Combos!

- More VFX?- Give us news!



More info in Part 2 about Systems and Level Design from Meta Warrior!
- Wave System in the Beat Em Up
- Panic System with Patterns
- Beat Em Up Taunt System and Combo Links
- Item System 





Thursday, November 27, 2014

Grounded (Collaborative Game Design) - NAD



From 2013...

Grounded was one of the projects which I and my team members were proud to present at the end of our 3rd semester at NAD. We produce during one semester the project while having feedback from our teacher Pierre Tousignant at NAD.


We presented in front of an artist of BlooBuzz, a game designer from Ubisoft, a programmer from Gameloft and teachers from NAD.


It was a great lesson in collaborative game design!

Team:
Caroline Lavoie
Elise Hamzaoglu
Davuth Hy
Dominick Lachance
Thuy Linh Tran
Richard Savann




Two videos:

FGF 



2D Cutscene


Overview of the GDD



























Saturday, November 22, 2014

BattleBlock Level Editor


I recently tried the extent of the BattleBlock Theater's Level Editor and I'm quite surprised how visually and friendly they made it! 

The images speak for themselves. The team behind the game balanced every mechanic and level designers can recycle the balanced mechanics in custom levels.

For now, this game and Race the Sun are my main inspirations for new level/pattern ideas.
- Race the Sun is more focused on Patterns with procedural generation.
- BattleBlock is definitely a map creator with specific goals.

Test:
Enemy spawning
Mounts
Platforms
Testing collisions




I'll try to create a custom adventure where I could play with a friend/colleague of mine to test it out. 


Next possible tests:
Go back to Race the Sun patterns
or/and
Try out again Battleblock theater!






Procedural Generation - MIGS/Race The Sun

"Race the Sun" reminds me of a Talk at MIGS and also the Brain Dump with Tanya Short.
Had many opportunities to attend her talk (Critical Hit and Migs) about Procedural Generation in Level Design.

Here is a link of the Brain Dump that happened at MIGS this year:
http://richardrouse.com/post/102654919995/thanks-everyone-for-coming-out-to-another-feisty 

And here is another link of her knowledge behind the the subject:
http://www.kitfoxgames.com/level-design-and-procedural-generation-in-shattered-planet/ 

Race The Sun uses the same principle for every map design and the user manipulates the patterns occuring (example: during the progression of the map.

- Patterns
Meshes Collided/Rotation/Animation/Size/Timing
One Map Generated
The Patterns define the Map
Layers of Maps
Collectibles
Power Ups

I recommend anyone to check out the documentation about the Simplex World Creator and try it out!


Further tests are incoming for Race The Sun!