Showing posts with label level design. Show all posts
Showing posts with label level design. Show all posts

Friday, December 6, 2013

Gonna Catcha v.0.8 Post-Mortem (Oh no, somebody catch its spirit!)

Gonna Catcha is gonna be shown in the Arcade at the Bit Bazaar Winter Market on December 7 (the day after this post was originally published). Being an arcade-style game played in an arcade-style environment; Gonna Catcha will be put to the ultimate test in its own element. I've been working hard to get it polished up for public playing. Here's a list of changes and improvements I made between v.0.7.4 and v.0.8.2:

High Score Tables and Name Entry


Your name registrated

This is no doubt the biggest change to the game since the latest update.  Instead of only keep track of one high score value, Gonna Catcha now keeps track of twenty high score values: the top ten for single-player and the top ten for co-op.  Not only that, it also keeps track of the highest round reached for that playthrough and, of course, the player's initials, so that your valiant efforts will be remembered forever for future generations to admire, until someone bumps you off the list. Hmm, better stock up on quarters and snacks.

AAA - the undisputed champion

Instructions Screen


Crash course in spirit catching

As I mentioned earlier, Gonna Catcha will played in an arcade-style environment at the Bit Bazaar. As such, players won't be able to read the manual to figure out how to play the game. Heck, they won't even get the luxury of instructions printed on a cabinet. Sure, I'll be there to help people out if needed, but frankly, after explaining the rules to the many new players to the game in previous playtesting sessions, I'm getting tired of it.

To minimize confusion and delay, I added the above instructions screen, which is shown just before the first round starts. This explains the basic rules and goal of the game: what you can touch, what you can shoot and what the heck is going on. The game's "hidden" rules can be learned through experience. Hey, at least I'm not charging anyone multiple payments of 25¢ to learn the game by trial-and-error.


Wednesday, April 3, 2013

Let's look at level design (sorta) and the 鬼. Er, I mean GUI.

This post will be a bit brief, as the things I've done with Gonna Catcha are rather simple and better expressed in a series of images.

The first thing was to the grid resolution for the game's levels.  The old 16 x 16 cell size made the test levels feel small and their designs limiting:

Not that I actually tried designing them.  I mean, putting
Internet speak into a level's design is SOOOOO gauche.

So I reduced the cell size to 8 x 8, allowing me to cram more details, hallways, twists and turns into a single level: