Game sketch - Running Free
Aug. 30th, 2011 09:42 pmAfter a huge lull, I seem to be entering a new era of enthusiasm and productivity! It'll probably last another day or two. But at least I got another Flash sketch out of it:

Running Free - a mini gravity-switching platform/puzzle game
Almost uniquely among my experiments, this one actually has a title, so hopes are high for it actually becoming something. The idea is that gravity is the only thing you have any control over at all - use the arrow keys to switch its direction and guide the stick figure into collecting the red stars (to be rewarded with nothing happening just now). He'll turn when he hits a wall, but after a gravity change, he'll always continue in the same direction he was going - play about with it for a bit, you'll get the hang of it.
This could turn into a game limited by your number of lives, to collect stars within a time limit, complete levels with a limited number of shifts available - or a variety of all three of those and more. Already I find it quite satisfying to just zoom around, which feels like a good sign.
You can drive yourself mad working out where the sound effects are from if you choose to. (I've just downloaded a new sound package.)

Running Free - a mini gravity-switching platform/puzzle game
Almost uniquely among my experiments, this one actually has a title, so hopes are high for it actually becoming something. The idea is that gravity is the only thing you have any control over at all - use the arrow keys to switch its direction and guide the stick figure into collecting the red stars (to be rewarded with nothing happening just now). He'll turn when he hits a wall, but after a gravity change, he'll always continue in the same direction he was going - play about with it for a bit, you'll get the hang of it.
This could turn into a game limited by your number of lives, to collect stars within a time limit, complete levels with a limited number of shifts available - or a variety of all three of those and more. Already I find it quite satisfying to just zoom around, which feels like a good sign.
You can drive yourself mad working out where the sound effects are from if you choose to. (I've just downloaded a new sound package.)
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Date: 2011-08-31 02:50 am (UTC)Lastly I would suggest just making space toggle gravity unless you were going to do something more out there like 4 dimensional gravity.
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Date: 2011-08-31 03:25 am (UTC)no subject
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Date: 2011-08-31 03:17 pm (UTC)no subject
Date: 2011-08-31 11:23 pm (UTC)no subject
Date: 2011-08-31 11:33 pm (UTC)Do you have an iPhone 4? They actually have a gyroscope to help with the problem of distinguishing gravity from momentum, i.e. it should be faster if you use the right method... though, I haven't tried it myself, so I can't say for sure...
Heck, even just imagining changing the gravity by flick sounds fun! Like flicking waves into a pool of water or something...
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Date: 2011-08-31 11:58 pm (UTC)no subject
Date: 2011-09-01 12:46 am (UTC)no subject
Date: 2011-08-31 03:25 am (UTC)no subject
Date: 2011-08-31 01:21 pm (UTC)no subject
Date: 2011-08-31 01:37 pm (UTC)The one suggestion I was tempted to make about the particles was, they should take just slightly longer to change direction, especially given how 'light' the gravity feels..
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Date: 2011-08-31 03:22 pm (UTC)One thing that I can recall is my brother talking about "the bubbles" in Final Fantasy 8, and my having no idea what he meant - but if you pay attention during the fights, you'll see that the characters leave a trail of bubbles behind them as they run across the ground when taking their turn. It sounds ridiculous as I write it out, but I promise they're there!
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Date: 2011-09-01 01:08 am (UTC)I know exactly what you mean... though I'm always so afraid that people won't believe me when I try and talk about it! It's such a crucial thing in everything that touches human lives, but it's always so ineffable (and seemingly inconsequential) until you learn distinguish between the things that have it and the things that don't.... I guess I'm speaking of "polish" in general, but the presence of seemingly inconsequential details that bring "texture" to an experience if they're done right is surely one of the most common examples of that quality.
I feel like there's a lot more to say about this, but I'm tired and I can't think of what and I already feel like this reply is getting self-indulgent, so, anyway ;)
"One thing that I can recall is my brother talking about "the bubbles" in Final Fantasy 8, and my having no idea what he meant - but if you pay attention during the fights, you'll see that the characters leave a trail of bubbles behind them as they run across the ground when taking their turn. It sounds ridiculous as I write it out, but I promise they're there!"
I know the ones you mean! I had a similar experience; FF8 was the first time I put my finger on the fact that additive blending is what makes their effects (especially their particles) look so good... until then, it had just been a mushy soup of "man that's cool", but once I figured out that that's what I was seeing, I started being able to tease it apart into its component pieces....
It's funny, because the moment you do that with something, you burst the bubble of magical 'wow' around it, and at first it always seems like such a shame to deprive yourself of that sense of wonder... but then, the joy of truly appreciating, consciously, how much effort and artistry went into it, it's...... different, but at least as wonderful, in its distinct way. (And, in my experience, I've usually been able to will myself back into the 'wow' zone if I decide I would rather go back to appreciating it on those terms...)
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Date: 2011-08-31 07:29 am (UTC)It reminds me a lot of VVVVVV. Oh, it's different??!??!
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Date: 2011-08-31 01:19 pm (UTC)no subject
Date: 2011-09-05 07:54 pm (UTC)It took me a few moments to realize that I didn't have to drop the little guy just perfectly to get him to collect the one star right beside the spikes in the middle of the stage, but rather, use the right-hand gravity side.
I like puzzles like this, because aside from appreciating feeling smart in solving it, I have to give props to those who created the puzzles in the first place :)
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Date: 2011-09-06 03:42 pm (UTC)I'm glad that an element of this took you a moment to work out! Designing puzzle games is a difficult task, because you have no concept of difficulty at all - once you've laid out a level, you already know exactly how to solve it. Though in this case, judging the reflexes to make a turn is a part of the difficulty too.
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Date: 2011-09-07 08:08 pm (UTC)