Bodiless design doc

Filed under: Devlogs | — Wrote by Tumetsu on Saturday, June 19th, 2010 @ 10:00 pm

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Bodiless Design Doc

Game Mechanics

Bodiless is a platformer game starring character who lost his body (or more precisely torso) leaving him with only head, hands and legs. Game mecahnics largely revolve around exploiting these bodyparts by different ways when platforming.

Twist is that player can use any part of character’s body for platforming. In practice this means that character can walk and hang from platforms with his head, hands and feet. You can get good image of the mechanic from this Youtube video: http://www.youtube.com/watch?v=eae0A0a-VqE

Player has to figure out how to eploit character’s body to overcome dangers and puzzles of levels. Usually player encounters somekind puzzles which need clever using of the body to be able to proceed.

Player character has also infinite lives but is very vulnerable. Basically single hit from any enemy or dangerous object ”kills” him returning him to the last checkpoint he touched. This means that difficulty is rather hard, but after each obstacle is another checkpoint. Point is to try to create ”one more time” hook for the player with fast retrying after failed attempt. There may also be timer which records player’s time through level with possibly online higscore table. That’s not decided yet though and is pretty low on priority list. Level difficulty is created by obstacles which need good timing and some planning before action. Often obstacles could involve three stages:

  1. Examine the obstacle and plan your action

  2. Time your action

  3. Execute the action

This means that while fast moving and action is required to survive, surviving also needs some examining of the situation rather than delving straightly into it.

Goal of each level is to get in to exit. Additionally there may be some collectable stuff like different body parts of you like heart, liver etc. Which you can optionally collect. These objects are behind extremely hazardous parts of the levels. By collecting every of them player can unlock different ending or/and some extra stuff.

Theme and basic story

Game’s theme is not yet finally decided though there is one strong candidate:

Game starts from strange freak show performance where the magician asks for a volunteer for his spectacle. Player’s character ends up to be this volunteer. In spectacle the magician announces that he will remove/hide the volunteer’s body with his magical box and indeed does so while transforming player character’s face a bit ugly. After this show ends. Later character wakes up in somekind cage where there is other ”freaks” and learns that magician tours from town to town and occasionally kidnaps volunteers for his show by transforming them into different freaks. In the next stop the show has a new spectacle ”A amazing man with no body” where this man (player) is set into hazardous survival scene in front of the audience. Audience of course thinks it’s just optical illusion while in reality all spikes and sledge hammers etc. are true. Story would be rather simple, consisted from short cutscenes where freaks plan a revenge for the magician and in the end manage to catch him and stuff him into his box and transform him to whatever creature. After that they cure themselves and destroy the box. Now it’s also important to note that magician himself doesn’t have any magical powers. Only his box which he made from his grandpa’s coffin has strange power to change humans. Magician himself is just very sneaky and evil human with not much talent in to magic tricks. Actually one of his freaks is forced to build all mechanics and complex props for his shows.

So game’s graphical theme would somekind little scruffy and dark freak show setting where level graphics hint to the theaterical props. Many enemies and backgrounds of the levels would involve mechanical objects with gears and cogs. For example moving platforms would move in rails with cogs and ”walking” man with sledge hammer would be just a prop with swinging sledge hammer while the man is moved by somekind mecahnical machine. Occasionally there would be some other freaks against you who have gotten lunatic and bloodthirsty under the curse of the magical box and lost their humanity. In each level (or almost each) there would be different theme where the props would be different. For example ”An amazing man with no body – Adventure in grim castle” spectacle would have castle themed backgrounds and props and so on.

Along with this theme, possible other themes would be:

  1. Robotic character adventuring in a scifi environment.

  2. Character adventuring in somekind spirit world with surreal environments.

  3. Dead character in border of life and death. Grimreaper was just transmitting his soul to the afterlife when he got a bisness meeting and left player character halfly transmitted. Player escapes to find his lost soul and either return to life or transfer fully to the afterlife.

  4. Player is skeleton or mummy whose body and treasures graverobbers stole and tries to catch them. However, while living he ordered to build so many traps for his pyramid/tomb that they are more harmful than helpful in tracking the thieves.

These themes are still in my mind though for now I’m designing the freak show theme more precisely.

Milestones and planned order of development

Here is rather vague plan of creation process and important components the game will need to be made:

  1. Level editor. Pretty much complete except minor adjustments still required.

  2. Deciding the game theme and graphical style. Currently on way.

  3. Making the actual graphics for basic structures of the game.

  4. Designing first levels and making them.

  5. Creating basic UI and title screen etc.

  6. Feedback release.

  7. Repeat 3 and 4 and adding more details and polishing.

  8. Polishing the game and adding every extra stuff.

  9. Testing

  10. Release.

Note that this list is far from definite list and order of the things anc includes only the most basic components and stages of the creation process.

End

This doc is made 19.6.2010. Estimated and coveted deadline of the final game is this summer, meaning that game is aimed for now to be complete in August or September 2010. Details and plans may and probably do change during the process (deadline too) so this document is probably going to be modified in the future.

Long time since last post, eh?

Filed under: Personal stuff | — Wrote by Tumetsu on Sunday, June 6th, 2010 @ 5:05 pm

Seems lke it some time since my last entry here abd I must admit that I knda abandoned this whole blog…

I have still developed games and projects though wth a more low profile snce my time has been very limited. Right now I have project “Bodiless” underway which I intend to finish this summer and somekind continuum to my frozen Paradox adventure called “Lost Humanity” which will be targeted to next autumn depending how things get along with “Bodiless” and what surprses my life will bring :)

Now, I’m not sure if I will use this blog in the future. It’s software is vastly outdated and doesn’t have automatic updating system meaning I would need to make it manually (not interested). I actually installed a new wordpress blog to the address  http://tumetsublog.awardspace.info/ but noticed that my free webhost plan doesn’t allow me to use certain useful functions it has which pretty much rendered it useless. Well, it’s better than this one but I would need to install every plugin and theme manually which I’m not that interested. I could make it in back 2007, but now in 2010 it’s a bit meh IMO :D

The reason why I created that blog was to create place to hold little devlog for my Bodiless and Lost Humanity projects but I’m not sure if I will do that. However,  I have now though about utilizing this blog for that purpose so you might get some new posts here in case I can get myself actually doing it and updating regularly :P Along with devlogs I might write some other stuff here but that is unprobable since my time is nowadays a bt more limited than years ago. However, if everything goes well and I can get used to this outdated software and write some stuff here should appear something. Looking at the site’s stats I’m bit suprised that here is still some traffic going on though small, so I guess at least people or two notice that something has changed, haha :D

Regards Tumetsu

Physics as inspiration

Filed under: Game Design | — Wrote by Tumetsu on Tuesday, November 11th, 2008 @ 6:23 pm

Physics in the game design

There have been sometime somekind fashion to create games with advanced physics engines especially in the commercial world. Slowly physics have sneaked to the indie scene too in games like Gish. Physics can create some interesting concepts and new twists to gameplay. Large and complicated physics are still very hard to program for hobbyists but it doesn’t block using them in your small budget games. In most times you don’t need full physic engines to achieve needed realism or neat effects. Lately I have played little with these ideas which originated from my recent physics studies. In this article I’m going to share some thoughs about some relatively small ideas how to implement physics in your game.

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Platform example

Filed under: Examples and tutorials | — Wrote by Tumetsu on Tuesday, July 29th, 2008 @ 10:27 pm

Description

This is first and so far my last example :P It’s example of various things often needed in platform games. It pretty simple and I think pretty neat.

  • Slope movement (though I forgot to add slopes in test field :P )
  • Ladders
  • Trampolines
  • Moving platforms
  • Falling blocks
  • Character itself
  • Water with current going left (easy to modify)
  • Character itself

Note for unregistered GM users

This should work with unregistered GM version after you remove steam generators and other steam related stuff. Example won’t work with unregistered because of particle effect in steam.

Credits

  • Basic engine: Tumetsu
  • Slope movement: Kiwi
  • Moving platforms: djrellik
  • Music: Golden Sun 2  - Aqua Rock     -So don’t use it in your game ^_^

Download

Download


Some maintenance…

Filed under: Personal stuff | — Wrote by Tumetsu on Monday, July 28th, 2008 @ 11:40 am

After gettting some complaints about dark template and other minor issues, I have decided to change AF’s template. Because of that, there may be some weird layouts and things going on some time because I update site in live but these things shouldn’t block you to read site’s content.

After layout issues have been fixed, there may be some new content in the site. Just maybe… :P

-Tumetsu

CenturyShell

Filed under: Ussa's artwork | — Wrote by Ussa on Wednesday, July 2nd, 2008 @ 11:27 pm

This is one of my first abstract illustrations. It is made with shell, certain water/splash stock photos, blending modes and lots of adjustment layers. I also used Photoshops wave-filter a lot with burn and dodge tools to create the abstract “tail” to the shell.

If you’re interested in any kind of photo montage, you should go and take a look at stock.xchng which is one of the largest free stock photo sites. That’s were I found allmost all of my stock photos and it sure is worth to take a look.

Thought I’m little busy with summer jobs I’m working with Arctic Flowers newest game project so time won’t propably be enought for photoshopping outside of our project which means I may not publish any new art here in some time. Of course I put my older works into here now and then…

-Ussa

Planning

Filed under: Game Design | — Wrote by Tumetsu on Tuesday, July 1st, 2008 @ 10:07 pm

I’m person who likes to plan things out before starting something. It’s pretty useful skill in various things including art and yes, game design. Why planning is important? And when it’s needed and when it’s rather useless? How to plan? I’m going to cover these topics in this article about planning when developing games.

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Some news…

Filed under: Personal stuff | — Wrote by Tumetsu on Tuesday, July 1st, 2008 @ 8:45 pm

I have some news for you my dear readers. In upcoming week, I’m away and most likely I don’t write anything new unless my mobile phone can connect to the internet there. However, I wanted to share some things related to Arctic Flower.

Template modifications coming

Lately I have got some comments about how dark current template is. Seems like it really is VERY dark in older monitors or if your screen’s brightness is very low. Site shows fine with my laptop but is very dark in my desktop computer which haves pretty old monitor (from 2000 if I remember correctly :P ) Because of these darkness problems, I’m going to lighten current theme someway or replace current one completely. If anyone haves any knowledge about modifying or making Wordpress templates, help would be appreciated. I will start work template when I have more time so you have to wait atleast week and probably a bit longer. Until then, if template is too dark, you can still read content from RSS feed which is available in your browser’s URL bar.

New pen tablet

I bought new pen tablet Wacom Bamboo. Really nice little tool. This will mean new artwork from me and hopefully some useful graphs for game design and other articles to help figuring concepts.

New project

AF have now new project targeted to the YYG’s third competition. It’s code name is somewhat unadventurous; Turtle game. As you may have already guessed, it contains some turtles and concept which connects turn based strategy to fast paced action.  More about project will be revealed when work advances and we will get some screenshots to show you.

Tumetsu

Coming up game ideas

Filed under: Game Design | — Wrote by Tumetsu on Wednesday, June 25th, 2008 @ 11:47 pm

Most of us have creative blocks occasionally when it’s hard to come up any new game ideas. This kind of problem led me to ponder some different ways how game idea can born. Developer can start their idea from theme, game mechanic or story. What are benefits of these different ways? How to feed your imagination? Some of my thoughts about these subjects I have written for you to think about. (more…)

Girl of Shadow

Filed under: Ussa's artwork | — Wrote by Ussa on Sunday, June 22nd, 2008 @ 8:30 am

This is my latest published picture this far and it can be found on a full size on Advanced Photoshop with some of my other works. I’ve used about ten different stock pictures from stock.xchng and from my own picture library.

I’ll post more of my works here now and then so keep an eye out.

-Ussa

Formation SAGE © Arctic Flower