|
The best thing going on here is the color palette. That chalky blue,
pea green and salmon mingle delicately. I like putting together colors with
shaky self-esteem so they all end up deferring to each other.
For instance,
that chalky blue isn't really blue, but a gray with equal amounts of green and
yellow. In context, though, it looks blue-ish... to me, anyway. There are more
dramatic examples of this sort of thing. Joseph Albers did loads
with it.
With the abstraction, again I was trying to suggest a world of ideas.
I wrote to Jonathan that we could build the background out of different
parallax layers, so the more distant ones would be variously eclipsed by others
drifting in front.
Lots of games use this effect, but I wanted to avoid
discrete background objects, so everything would have a fuzzy edge and blend in
with stuff around it. We did use this idea; the game has watery background
spaces that flow together ambiguously.
Ah, Hue Slider. The times we've had. The only significant
change here is the leaves. I had this idea that leaves would drift towards the
screen and settle on it, as though the background were a view looking up.
Again, it's a spatial ambiguity / thought-conjecture-world thing. But it would
have been way too "in your face".
When I sent these to Jonathan, he jumped on the rectangular "cut
out" on the bottom of the center platform. It was a conspicuous geometric
variation in a puzzle game where the player will assume everything has been
placed for a reason.
It would be bad for the player to get stuck trying to
figure out the puzzle-solving purpose of something with purely aesthetic value.
As we went along, I got more disciplined about eliminating stuff that might
distract or confuse the player.
Now this is jumping way into the future, but here's how that long-ago
prototype has morphed into a nearly-finished game. Hooray!
"Hang on, Hellman," you are probably thinking. "You
said you were going to eliminate stuff that was purely aesthetic, and I can see
you got paid to draw a million little fronds and algae. Isn't that intellectually dishonest?" Not at
all!
The trick is to make all that foliage cohere so the player sees it in a
generalized way as "a load of foliage," and doesn't waste mental
energy combing it for functional, puzzle-solving items. I think the game
introduces its important concepts pretty gracefully, so you learn what to look
for. But I would be interested in others' perspectives on this.
|
I look forward to such articles in the future.
Good Article, great principles.
Ensuring aesthetics do not dominate the player's perception of the world, highlights the game design philosophy.
Would love to play this one.
A.
What language did you program the game in. I know XNA Creators Club really focuses on C#, but does XBLA allow C++?
Thanks.
If there were screenshots of, for instance, one of the spike floors in the game, that would probably be a different collision type again (so that the engine knows that when you collide with it, you're supposed to die).
The more you know!
XBLA to some extent is language agnostic. Most of the games up there are C/C++ but there is one game in C# (Schizoid).
Xbox Live Community games, on the other hand, must be built with XNA Game Studio and written in C#.