15 October 2023

Scaffolding: Concept Review - Ian Thomas

 Game #1 - Jump King

Jump king is a game that sets the player as a king that needs to ascend a map by precisely timed jumps. This game is renowned for its difficulty and frustrating moments along with the sense of triumph after completing it in it’s entirety. When coming up with some controllers for this, I really wanted to get creative with different ways to determine the jumping mechanics being used, especially when using actions such as squeezing and gripping objects. To differentiate a little bit, I was also interested in using unconventional sensors for a project like this, by using a proximity sensor.

Is the idea around squeezing an object something you can correlate to jumping?

Is the reliance on force excessive? If so, what would you suggest as a replacement input method?

https://store.steampowered.com/app/1061090/Jump_King/


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Game #2 - Deepest Sword

For my second game, I was thinking about using a similar game to try keeping my ideas relatively on the same page. For this one, I decided to use Deepest Sword. It’s a very simple game where you must traverse a short level using your sword and simple movement to reach the end and stab your sword into a dragon waiting at the end. I wanted to get a little more out of the box with an idea on this one and wanted to try using an old toy I’ve had since I was a kid. My intentions were to get the player more immersed in the experience through different motions such as tilting an actual sword or controlling motors to move.

Do you think manual rotation of an object would assist or do you think it would add more difficulty instead?

Are the multiple sensors too complex in comparison to the gameplay?


https://store.steampowered.com/app/1647160/Deepest_Sword/

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