Skip to main content

2D Side Scroller : Gameplay Verbs


A man was eaten by a verb. That's what happened. Verb ate'im.



When coming up with ideas for my game I tried to think of all the actions a player could take as different verbs. I would then construct sentences using those verbs to represent the puzzles of each stage. For example:

The player first Climbs up the platform, then Pushes the box onto the spikes. The player then Falls from the platform onto the box then Jumps to the Checkpoint.

This clearly shows the different actions the player will take in the puzzle and allows me to see what each puzzle idea is actually asking the player to do and how much in between checkpoints. if the sentences get too long then I know I need to break them up with a checkpoint. or if they get too repetitive I know I will need to vary up or rearrange the challenges. 

List of verbs in my game

Jump

Run

Crouch

Push

Reset

Dodge

Climb

Fall

To be clear each verb doesn't necessarily correspond to a specific mechanic. The feeling a player gets when asked to jump from one platform to another across a gap is different from when the player jumps up and set of platforms to get to a higher place. This system of verbs better represents gameplay I feel than simply listing mechanics and the context in which the mechanic is used is equally important to its use in the first place. 

Comments

Popular posts from this blog

Art and Design Exercises : Decontructing Art into Basic Shapes for 3D Modeling, Glastonbury Dam

The PoƤng of Art Glastonbury Dam, By Tyler Edlin, can be broken down into one large cube for the central building of the castle with another rotated and reduced for the roof. The wall is comprised of 4 cylinders with cones on top for the rooves. The tunnel section of the wall could be constructed from rectangles and cylinders using the difference boolean. For the details on the turrets themselves such as the wooden beams, I would use rectangles sunken into the surface to create the depth present in the facade. Alot of the surface detail is heavily repeated on a micro-scale and then on a macro-scale so I would probably try to create a detailed wall for example by creating the largest parts first then cut to get the tunnel, then add the rectangles to make up the supports on one small section and copy that across its breadth. Finally, I would then copy the whole thing for the other walls and make any changes that need to be made to distinguish them. using the same technique I would make t...

2D Side Scroller : The Final Idea

When the rubber meets the road. The Panda here represents  Covid-19 During the course of recent events, it became clear to me that my time was somewhat limited in this project. As a result, I have elected to go with my first idea, the Dung beetle puzzle game. This should provide me with a decent opportunity to stretch myself in the implementation and iteration of mechanically without requiring nearly as much in terms of asset creation which for this project at least isn't one of the marking criteria anyway.  The Dung Beetle Puzzle Game is changing slightly to just a puzzle game but keeping the core idea of pushing a large ball around as its main mechanic. So the player characters job is to get the ball to its goal and then make their way to the exit of the stage. This gives me a solid and simple foundation to build some hopefully cool puzzles off of without bogging me down in extra systems, which if you refer to my previous ideas was rampant. Even when stating that I have eyes...

2D Sidescroller Ideas : Jester: Medieval Warfare

We walk in the garden of his turbulence! This game idea comes from two places, one is the film 2001 A Kight's Tale which is an  anachronistic ' Rocky rip-off', set in medieval Europe's tournament jousting scene. The other inspiration is this Tumblr post. The elevator pitch for this game is, You play a jester who through various methods must disrupt the fighting going on around you. These disruptions could include a mini Dance Dance Revolution game to distract the enemy combatants, or sitting up a tree and slinging insults at the other knights to disrupt there marching. It would take the anachronistic style of A Kight's Tale  using modern jokes and jabs to create an air of levity. It would also be an inherently non-spatial game using systems other than the movement of the player to drive player engagement.  The levels required to bring this idea to fruition would be one tutorial that sets up the 2-3 mini-games and then 2 escalation levels where these are built upon...