Skip to main content
GameDev.net gamedev.net
🔒 Locked

Castle Crawler (Working Title) - Need Criticism

Started by 1337-n00b Dec 8, 2006 at 4:48 PM 10 replies 2.5k views
Original Post
1337-n00b
1337-n00b
If you've got the time and inclination to offer constructive criticism on, and new ideas for, the (unnecessarily complicated) overview below, I'd be much obliged. (I apologize in advance for the lack of formatting, I'm afraid I don't know much about Bulletin Boards) ------------ I. Overview Castle Crawler is part platformer, part action game and part puzzle game. The player must explore an abandoned castle in a fantasy setting. The castle is filled with spectral horrors that resemble walking shadows. The player’s sword can temporarily stun the shadows, but is incapable of killing them on its own. However, the shadows are sensitive to light. They can not enter brightly lit areas, and the player’s sword is actually capable of reflecting light from brightly lit areas into the shadows. These light beams are the only thing that can kill a shadow. The game includes combat areas like these, generally with locked doors that only open once all shadows are defeated, as well as exploration areas. Exploration areas are laid out like a traditional platformer, both horizontally (a collapsed bridge, for instance) and vertically (a sky-scraping bell or clock tower). These areas also involve lateral thinking challenges and puzzles that rely on a player’s intrinsic knowledge of the game world (as ascertained in previous levels) as well as simple inference based on extrinsic knowledge. i.e. Jumping on an old chandelier to crash through the rotten wooden floor. II. Gameplay This section covers the challenges the player must overcome, as well as the risks involved with failing those challenges and the rewards for succeeding. II.a. Challenges There are three primary challenges the player must overcome: reflexes, lateral thinking and strategy. II.a.i. Reflexive/Timing The player must time jumps accurately to succeed in the platforming areas as well as dodge attacks from enemies, particularly the furious boss enemies. The player must also time attacks with his sword to stun enemies and expose a boss’ weak area. II.a.ii. Lateral Thinking II.a.ii.1. Intrinsic Knowledge The player must use the knowledge gained prior in the game (i.e. how a particular enemy attacks) in order to succeed. II.a.ii.2. Inference The player has to infer the solution to certain “puzzles”. The solution is given via audio and graphic clues (i.e. a creaky, rotten wood floor) and the means to the solution is inferred by the player (i.e. dropping the bell at the top of the tower on said wood floor) II.a.iii. Strategy The player must use basic strategy based on his knowledge of the immediate surroundings to reflect light onto the enemies via his sword. II.a.iv. Difficulty Curve The difficulty curve of the game will be ramped up in four ways: increase the number of enemies the player is confronted with at a time, decrease the number of areas the player can draw sunlight from to reflect into the shadows, design areas with more challenging platforming and present the player with more complex lateral thinking challenges (i.e. more steps, more inference in the connections made between steps) II.b. Risk/Reward The player must risk dieing to overcome the majority of the game’s challenges, particularly the Reflexive and Strategy challenges. A player can be killed either when their health bar reaches zero (by being hit by enemy attacks) or by falling from a fatal drop (i.e. the infamous bottom of the screen). If the player dies they must restart from the last save point. The reward for overcoming the challenges is access to the next area, the progression of the story and the stacked reward of drawing closer to the completion of the game, which is the ultimate goal of the player. III. Game System This section covers input, output and the save system of the game. III.a. Input There are two means of input for the player. The game controls and the menus. III.a.i. Controls The controls are relatively basic and follow in the format of Function (Default Key). Move Left (A) Move Right (D) Crouch (Shift / S) Jump (Space / W) Attack with Sword (Left Mouse) Hold Sword to Light (Right Mouse) Aim Sword (Mouse Cursor) Pause Game (Esc) III.a.ii. Menus Castle Crawl contains two sets of menus, the main menu and the pause menu. Because the main menu’s functionality is limited to New Game and Load Game it only appears when there is a saved game file to load. The pause menu, which is accessed by pausing the game (no way!), contains options for New Game, Load Game, Options and Quit. III.a.ii.1. New Game This option starts a new game. Any time the game is run and there is no save game file to load the main menu is skipped and it is assumed this option was selected. III.a.ii.2. Load Game This option loads a saved game file which in turn points to a save point within one of the game’s levels to start the player from. III.a.ii.3. Options This choice takes the player to an options menu which allows him or her to change the screen options (Fullscreen/Windowed, Force Resolution On/Off) the audio options (Music On/Off) and the graphics options (Particles On/Off). III.a.ii.4. Quit Choosing quit prompts the player if they’re sure they want to quit. No returns them to the menu, yes exits the program. Easy. III.b. Output Output systems are those that respond to the players input, giving them clues as to their progress in the game world. III.b.i. Animations Animations play on the player’s in game avatar, the main character, and show the player what actions he is performing. They are run via Austin’s real-time bone animation system. Animations are required for these actions: move, crouch, jump, attack and hold up sword. Aiming the sword in the light will be a simple matter of rotating the “hold up sword” animation around the shoulder bone. III.b.ii. Effects Special effects will be used to clue the player into important details of the environment, as well as add atmosphere. The following list of effects is not all-inclusive, and pertains mainly to those that provide Output: -HDR simulation for moving indoors/outdoors -Rays of light falling in from windows, cave openings etc. -The beam of light reflected off the player’s sword -Hit effects that show the player their sword only stuns shadows -Hit effects that show the player reflected light defeats a shadow -Lens flare because they look cool III.b.iii. HUD The Heads up Display (HUD) for Castle Crawler is extremely simple. It consists solely of a health meter which fades in when the player takes damage and slowly drains. After an extended period of taking no damage (this period is shorter when there are no enemies in a room) the health bar fades away again. Whenever a player is hit by an enemy the health bar drains slightly. It will slowly replenish itself over time. III.b.iv. Audio Cues Audio cues are used as an additional form of output for the player. They are a sort of confirmation of their actions and include: -The clicks of the menu choices -Pitter-pattering footsteps for movement -Light jingling when the player crouches -Soft grunt for jumping -A light thump when the player lands -The dull “hit” noise when a player attacks a shadow -The high-pitched chime when the player reflects light -A satisfying “burn” noise when a shadow is hit with light III.c. Save System The save system consists of save points located at logical spots throughout an area, i.e. before a difficult jump or a boss battle. These save points save only the player’s current position. IV. Story Story is to be decided. (See Bottom) V. Art This section covers both the design and technical aspects of the art. V.a. Design The overall design of the art style is somewhat of a mix between classical, medieval fantasy and renaissance period architecture, all with a much more romanticized feel. Things are relatively clean and characters don’t have overly messy hair. V.a.i. Palette Castle Crawler has a palette of dark, desaturated hues in areas that are in shadow juxtaposed with brighter, warmer colors for the areas in the light. (Note that areas in the light are not necessarily entirely saturated, though they should appear more pastel than grayed out if they must be desaturated.) Ideally this could be achieved in real time using blending layers. V.a.ii. style The style is simple and relatively realistic, but never attempting to appear photo realistic. Lines of well-lit areas are primarily horizontal with perpendicular verticals (bridges, windows) or, if organic, smooth, calm curves (flowering vines, soft shrubbery, smooth rocks) to create a feeling of balance and calm. Areas particular heavy in shadow should feature more zig-zags and uneven angles (broken pillars and glass, sharp rocks, thorny vines) to make the player uneasy. V.a.iii. Artistic Cues The art should act as somewhat of a guide to the player. Using particularly rich spots of color as well as the concept of casting light, we can guide the player through the environment and attract their attention to important areas. i.e. Shine a light onto the weak area of floor from a broken window, the brightly colored stain glass of which is also on the weak area of floor. ------------ I haven't got a clue as far as story, characaters or name are concerned. Also, while I have a few ideas for levels (a library, an arbaritum) more are always welcome. I apologize that I'm not asking about a specific area of the game design, but I've got a number of gaps that need filled in. Thanks for all your time. [Edited by - 1337-n00b on December 8, 2006 5:09:07 PM]
umbrae
umbrae
This is one of the best game designs I've read in a while.

I don't know what you mean about 'lack of formatting', you've got bold and stuff.

I really like the direction you are taking and how you are building up the game. It seems that you have most of the concrete details and you are just filling in the blanks.

This reminds me a lot of Ico.

One thing I would look into is the combat. It seems you have two modes in the game, puzzle solving and combat, and that these don't really happen at the same time. This is fine, puzzles require time to work out, combat requires reflexes. I can see how the puzzle mode of the game could be quite detailed and fun but from the initial description of the combat it sounds like it's lacking in detail at the moment. What was your idea of how the combat works? Did you have plans to perhaps have mirrors to reflect the light? What variations in the combat were you thinking about? Perhaps you could have two different swords or ways of creating reflected light, each one only kills one type of shadow.

Also I didn't get from your description the view given to the player (I may have missed it). Is it sort of Final Fantasy style 3rd person?

I would use HDR instead of a lens flare... lens flares are so 1990s :P
CharlesFXD
CharlesFXD
What I liked: pretty much all of it.

What I loved:
II.a.iv. Difficulty Curve
….. decrease the number of areas the player can draw sunlight from to reflect into the shadows….

I absolutely love this idea. I don’t know what else to say other than this idea is great.


V.a. Design
The overall design of the art style is somewhat of a mix between classical, medieval fantasy and renaissance period architecture….

This is unique and I love the idea of classical and renaissance period architecture. I don’t think ive seen this before and it would be refreshing.

I imagine character design would follow the same path. Could the main character look something like this?
 renaissance hero?

What I didn’t like: lack of enemy types. “spectral horrors that resemble walking shadows”
That’s good for level one but what about the other levels? The game seems like it could be clean and sharp so I wouldn’t suggest a mishmash of enemies ala Castlevania but perhaps some variation of what ghosts, ghouls and goblins were thought to look like classical and renaissance periods?

http://www.elizabethan-era.org.uk/elizabethan-ghosts.htm <- elizabethan-era ghosts?

Story? Perhaps Queen Elisabeth commissions you, Europe’s best ghost hunter, to excise all her dead relatives from the castles in Britton?
Quote:
Queen Elisabeth says…They are so bothersome! Moving candle sticks, knocking down paintings, hiding my crown. I’ve had enough!





1337-n00b
1337-n00b
Wow, I wasn't expecting such positive replies, haha. Thanks for taking the time.

Umbrea, first off, the technical issues. I'm afraid I'm extremely limited in my resources, so the game's planned to be a 2D-sideview (at 1024x768, 32-bit color). It's funny how I forget to mention some of the most important things in my documentation, haha. Believe me, I'd love to do this in 3D, but I'm limited in resources and time, this is purely a hobby (I'll probably use some sort of third party app to help with the programming as it is). I'm also the only one working on this game. 2D is already going to seriously test my abilities.

This is also why I'm not messing with true 16-bit/channel HDR. I'll certainly simulate the effects of the eye when you go outside or inside, though, with everything looking bright and washed out or black and muted respectively (think MGS2). As far as the len's flare, I'll probably take your advice and drop it unless I can get it working more like an "HDR Flare" would.

The combat is probably my biggest worry at the moment, because as it stands the player will be bored to tears by the third level. I had thought about using mirrors, and almost certainly will now that you've suggested it too, but I'm afraid even this might not be enough variety. Could the combat mode operate as an extension of the puzzle mode, simply by forcing the player to find more and more creative ways to light up his enemies? Any more comments or ideas on this matter would be greatly appreciated.

Oh, and both Ico and Shadow of the Colossus were major...inspirations. >_>

CharlesFXD, I'm glad you like the idea for the setting so much. Though it won't be real-world, just a fantasy environment that's not locked in the same state of technology and art for ump-teen generations *cough*Middle-Earth*cough*

The main character will very likely look akin to that, though his hat would have to be a lot cooler, something with a feather: http://lynnmcmasters.com/blacktallhat.html (Red Mage? I haven't a clue what you're talking about.) or perhaps http://lynnmcmasters.com/italianbonnet.html (this one isn't at all unlike your fellow's)

I initially chose ambiguous shadows in part because they'd be easy to make. One human outline and one gaussian blur later, bam, instant spectral horror! However, you make a good point about enemy variety. The combat's already lacking enough as it is without all the enemies looking identical. Some of the ghosts on the page you referenced are downright eerie sounding. Perhaps not every entity you come against is hostile? Images of a mysterious "white lady" peakishly asking you for help while holding back tears - certainly seems like a better way to present a puzzle than the standard player character monologue. Also, and I don't know why, but a guy that only wears one gauntlet...that's just creepy. I also love your premise for a story. Putting a conversation with a self-absorbed, unintentionally self-mocking monarch at the start of the game would, I think, really help to exemplify the eerie loneliness of the abandoned, and apparently haunted, castle.

Thanks again to both of you for taking the time to read and respond, with real constructive criticism, no less!
MatrixCubed
MatrixCubed
This has to be one of the more creative game ideas I've come across. As well, bravo for completing an in-depth game design plan. I look forward to seeing a demo sometime in the future.
Iron Chef Carnage
Iron Chef Carnage
I have no criticism for it, but I'll add my commendation and encouragement. This is a really terrific idea, and I hope you carry it forward to completion.
umbrae
umbrae
I've been thinking about this idea a bit, I quite like it. Have you thought about an isometric perspective? I don't think there have been enough isometric games lately. Just an idea - I'm not sure how it would work out. I have quite a few of the algorithms on hand so if you need anything.

Have you played Little Big Adventure? I'm not sure how similar it is to your idea, but it's something to look at.

Perhaps you want to make the combat section of your game quite arcadey... that is fairly fast paced and almost shmup like. There are a couple of modes in the game rRootage that spring to mind. One of the modes is a black / white game style and another mode (or all the modes) have a laser weapon.

Anyway, have to get back to work.
ishpeck
ishpeck
MAKE THIS GAME THIS VERY INSTANT! I COMMAND YOU!
-----------------"Building a game is the fine art of crafting an elegant, sophisticated machine and then carefully calculating exactly how to throw explosive, tar-covered wrenches into the machine to botch-up the works."http://www.ishpeck.net/

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.