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