Patrefans
GameMakersToolkit from patreon
GameMakersToolkit patreon

GTMK Newsletter - November 2016

🕑 Added 2016-11-30 14:59:58 +0000 UTC
GTMK Newsletter - November 2016

Comments

Steven Thornton

* <a href="https://www.youtube.com/watch?v=t9PbfItwnIQ" rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=t9PbfItwnIQ</a>

Steven Thornton

Hey Mark! I'm glad the comments on Boss Keys are already making you feel better about it, because I am deeply nerdy about games design and honestly I don't think I've ever seen anyone analyse the level design of a released game in this sort of detail - it's so totally my jam it's crazy. In fact, it's how much I love Boss Keys that inspired me to finally get on the Patreon. I was being a total Homer Simpson at the museum* loving something this much without paying for it

Game Maker's Toolkit

Thanks Daniel, I'll check it out!

Daniel Haas

On the Metroid door opening bits, I recommend you read "A Game Design Vocabulary" by Anna Anthropy &amp; Naomi Clark. The book's not perfect but it's short and has interesting ideas I think you'd appreciate a take on. The basic premise is: In traditional media (movies/books) your "characters" are the focus. The story tends to involve interactions between characters and arcs of how those characters grow and evolve over time. A "good" movie/book is one which has interesting dynamics or interesting evolutions on a character, and often messy ones have poorly developed or too many characters not interacting. Don't write two characters who fill the same role. In video games, instead consider *verbs* to be the characters and apply the same framework. A game might be about the verb "jump" and the "character arc" for that verb as it grows and learns new things. "Jump" can interact with "shoot" in cool ways. Don't bring in a new character for "open" if "shoot" can do that role and grow. I found it a very interesting framework which applies to a lot of your recent discussion in videos (Metroid doors, Mario jumps, Downwell everything)

Mathew Dyason

I agree about Owlboy: decent, but by no means amazing. One thing that really annoyed me was how difficult it was to do some actions. Like, to heal you had to 1. Jump into the air and fly 2. Grab onto the food 3. Pull up for a few seconds to release the food from the ground and 4. Eat the food. Other games just let you touch it and you're healed, it was just so slow and clunky and pointless. There was something else that took multiple button presses like that, but I am drawing a blank. But yeah, it is 100% my game: beautiful art, great soundtrack, story-driven indie. Just did not find the gameplay fun at all.

Game Maker's Toolkit

Wow, I haven't but that looks cool! Site / video for others - <a href="http://skookum-arts.com" rel="nofollow noopener" target="_blank">http://skookum-arts.com</a>

Jakub Pander

I'm curious what innovations will you include in the 2016 summary. By the way did you play "The Pedestrian" it seems interesting, there is a demo available on the developers site.


More Creators