World 2 Comes First
After that series of divergent concepts, it was time to bang out some
useable assets and see how they'd work in the game. Jonathan had already
written an engine for building level maps from irregular chunks of any size.
He
asked me to take a concept like the ones I'd already done, and break it down
into pieces that could be copied and pasted to create the first world. (The
first world the player encounters, for reasons initially unexplained, is World
2.)
Behind-the-scenes features sometimes create a false impression of ease
and inevitability, like those glib "evolution" pictures showing a
fish stepping out of the ocean, becoming a chimp, homo erectus, and then Groucho
Marx.
Of course it only looks easy if you ignore all the species that died out
over millennia of natural selection. For every image you see here, assume a
half dozen variations that would have diluted this article but were nonetheless
important.
And certainly some stages of a process go more smoothly than others.
Looking at this overwhelmingly green concept, it's safe to assume I was not
happy during its creation. The rock walls struggle from one approach to the
next, looking like amphibious skin in one place and shattered glass in another.
It was time to settle on something, but was what I'd come up with good enough?
I kept searching.
This search led me back to the favorite from that earlier batch of
concepts:
I adapted that pea green and chalky blue to a more detailed, physical
approach. The grass looks soft and grassy, the rocks rocky. The background is
partially abstract but incorporates white line drawings of houses and a
cathedral.
I felt some relief; it was looking better. But Jonathan said the mood
wasn't right for World 2. The colors were pretty but unnatural, slightly toxic.
World 2 is the optimistic start of the adventure. It gently introduces the
fundamental player actions, like jumping and climbing.
Most importantly, the
featured time behavior is "rewind," the ability to take back a
mistake and try again without penalty. It's a very forgiving world. The art had
to add to that sense of forgiveness and positivity.
That lead to these more "normal" colors: brown rocks and a
blue sky. The problem with this concept is the intrusiveness of the background.
I was trying to create more "visual interest" by adding an arch in
the background, and showing the field on the left rising above the foreground,
as though it were receding three-dimensionally.
But as Jonathan explained, and
as I appreciated more and more over the course of the project, there was no
point adding visual interest in a way that was contrary to the gameplay. The things to reinforce were those things
true to the gameplay.
For example,
when the player comes to the edge of the cliff, with the ladder leading down,
what matters is the cliff and the ladder. In this concept, the background
extends the cliff further right. This interferes with the immediate perception
of the cliff the way it really is.
Likewise, the bright yellow of the tree is very attention-grabbing,
although it has no gameplay purpose.
Meanwhile, I was still trying to find the right look for the rocks and
grass. You can see different approaches being tested in different parts of
these pictures. Gradually I settled on something and started breaking these
concepts down into pieces. These pieces would be imported into the game and
arranged, copied and pasted using Jonathan's development tools. I'll explain
that in more detail in the future.
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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#.