So it's been some time since the last update. The last time I posted, I was working on a platformer that I was calling "scapegoat", but as it turns out, it's really just not the sort of game that I like making. I've made the decision then to just stop working on this game, and move on. It's useful to think about what I liked and didn't like about the game, though.
I wanted basically to make an endless runner - one thing about endless runners that I don't like is that in order for endless runners to work, you have to die somehow at the end. And that feels terrible! Take for example, temple run - you steal the macguffin (again??) and are chased by monkeys and get ripped from limb to limb (again.). And then you do it again? How does that work?
One endless runner that I did like was basically a re-skin of Jetpack Joyride, except that instead of Barry stealing a jetpack, flying through the lab and getting sniped off the jetpack in the evil scientist's lab (either by catching a face full of laser or eating a missle or getting zapped) and faceplanting dramatically, your witch was in a race, and after faceplanting dramatically, got up and flashed you the victory sign. And got up and went at it again. For some reason, that really changed the whole tone of the game - it wasn't some nihilist act of suicidal lemminging over and over again, but was working towards a goal of some sort - getting the highest number in a race.
My goal for scapegoat then was to make the endless runner make sense. The theme would be that your player was the scapegoat for a manical bank robber. You would be summoned to the scene of the crime by your "boss", ostensibly for some cockaninnie reason, and would be stuck running from the police who assumed that you were the one who pulled off the bank robbery. Everything would then flow from there.
Tuning the jump. That was really interesting, getting a certain feel for the jump that I really liked.
Making the physics objects. Barrels that fly when knocked into, animating the sprites, so on. That was fun! Setting up a stack of barrels to plow into was fun too.
Basically what caused me to stop working on this game - level design. I realise that I kinda hate level design. All that positioning of platforms, making sure that there's some flow, some challenge, some way of arranging the platforms that make sense, all of that is seriously what I'm not interested in doing. Huh! Another issue might be that it's supposed to be an endless runner, so all of the sequences ought make sense in any order. That's hard! Also, the platforms are one level of obstacle, whereas the police which were going to catch you was another level of obstacle, and neither of them on their own gave any level of challenge.
I think this was a design issue rather than anything else - consider Jetpack Joyride's design, where there's only one main obstacle - the electricy zaps, and occasionally there are missles and lasers that provide alternate challenges, but keeping in mind that if there weren't any missles or lasers, the electricy zaps would provide sufficient challenge for an interesting game all by themselves.
In the end, I guess I guess I hate storytelling, kind of. I had a premise for the game, but that was just a one off thing. The continuing "story" of curated experiences that I would supposedly provide to the player, though, that.. I can't seem to do. That's good to know, I guess. In any future game, I'll know not to make level design or storytelling part of the core design of my game. For all the ragging I did on random level design... It looks like I'm going to go down that path. ;)
I'm working on another new game at the moment, having new knowledge of my own abilities and preferences. Hopefully, I'll be able to stick with this one a bit longer! =D If you want to try out what Scapegoat ended up as though, well, I've complied it and here it is. It's basically just an exercise in programming at this point, but hey, since we're here. ;)
Crossposted from tabbynat devblog.