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Showing posts from December, 2018

Review of My Game

As soon as I finished my game, I needed to see what people thought of it. I printed out a questionnaire and gave out a copy to each member of the group. Only 4 of them came to take a look and responded back, which limits feedback a bit. Here are the 10 questions I asked and the answers I got. Question 1: What do you think the game should be called? (Because I'm still struggling with ideas) Not everyone could think of an idea either. I only got 2 responses for this. One person suggested it should be called 'City Escape' because of the city setting and another suggested that it should be called 'Love Attack' because you rescue your girlfriend from a kidnapper that you have to fight like in Super Mario Bros. I quite liked the latter idea and may consider naming it that. Question 2: What did you think about the platform levels? They all agreed that it was a good platform with different opinions. One said it was too not challenging but still looked fun and anothe

How I Made The Game

I have now designed a fully functioning retro game. It's based on Super Mario Bros but with ordinary citizens - your girlfriend has been kidnapped by someone and you have to fight them to rescue them. When you play it, it looks like it was a piece of cake to make, but it wasn't. Here are some of the challenges I faced when making the game. The first challenge I faced was the health bar. Rather than just displaying it as simple text, I wanted to use the circle design with the 4 colours to represent whereabouts your health is that was used in Super Mario 64. Firstly, I had trouble trying to get it to follow the player on the screen and not appear as part of the level. Eventually, I realised that to do this, I had to go to the HUD layer and set the parallax to 0,0, and move the health bar to the margin. This means that regardless of how high or low the main character is on the screen (I thought I had to place it above him for it to work), it will always appear in the top left