{"id":91,"date":"2008-09-17T05:37:08","date_gmt":"2008-09-17T05:37:08","guid":{"rendered":"http:\/\/nomediakings.org\/artsygames\/?p=91"},"modified":"2008-09-18T15:37:15","modified_gmt":"2008-09-18T15:37:15","slug":"round-3-session-2-recap","status":"publish","type":"post","link":"http:\/\/nomediakings.org\/artsygames\/session-notes\/round-3-session-2-recap.html","title":{"rendered":"Round 3, Session 2 Recap"},"content":{"rendered":"<p style=\"text-align: left;\">Last Thursday we gathered again at Rose and Jason&#8217;s warehouse apartment for our second session of the Artsy Games Incubator.<\/p>\n<p style=\"text-align: left;\">Last week our fearless leader Jim asked us each to create a level for the game N using its included level editor.\u00a0 So this week&#8217;s session was all about playing and critiquing each others N levels.\u00a0\u00a0 After a short discussion of how we found the editing tool we got down to business passing Jim&#8217;s laptop around the room and suiciding <em><\/em>our little geometric ninjas.<\/p>\n<p style=\"text-align: left;\">I&#8217;ve labeled each of the levels with red letters to point out interesting points that came up during our discussions. The images should be clickable if you want to see a full sized version.<\/p>\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\"><strong>Ben&#8217;s Level <\/strong>&#8211;<strong> &#8220;The Road Less Travelled&#8221;<\/strong><\/p>\n<p style=\"text-align: left;\">\n<p style=\"text-align: center;\"><a title=\"Ben's N Level\" href=\"http:\/\/nomediakings.org\/artsygames\/wp-content\/uploads\/2008\/09\/n-benrivers.gif\"><img loading=\"lazy\" decoding=\"async\" class=\"attachment wp-att-90 centered\" src=\"http:\/\/nomediakings.org\/artsygames\/wp-content\/uploads\/2008\/09\/n-benrivers.thumbnail.gif\" alt=\"Ben's N Level\" width=\"200\" height=\"151\" \/><\/a><\/p>\n<p style=\"text-align: left;\">Ben&#8217;s level was a tribute to Metroid with a layout based on a section of the classic game <a href=\"http:\/\/en.wikipedia.org\/wiki\/Super_metroid\" target=\"_blank\">Super Metroid<\/a>.<\/p>\n<p style=\"text-align: left;\">Almost all the ledges in this level were created at an angle.\u00a0 Ben said he found this sort of geometry the most frustrating to interact with when playing but also the most rewarding once mastered.<\/p>\n<p style=\"text-align: left;\">The large stalactites on the ceiling <span style=\"color: #ff0000;\">(A)<\/span> are not only aesthetically pleasing they also serve as useful cover from the missiles on either side.<\/p>\n<p style=\"text-align: left;\">Ben was concerned that the player have choice in how they approached the level and so created 3 potential paths to the exit.<\/p>\n<p style=\"text-align: left;\">We quickly learned that the easy looking wiggly path along the bottom <span style=\"color: #ff0000;\">(B)<\/span> was actually very difficult to navigate since the slopes combined with N&#8217;s physics causing the ninja to bounce around hitting nearby mines.<\/p>\n<p style=\"text-align: left;\">The other route up the first vertical shaft was much easier since the player could wall jump all the way to the top.\u00a0 However a last minute change in a single tile that was made for aesthetic reasons <span style=\"color: #ff0000;\">(red circle)<\/span> made the first jump a lot more difficult then intended.<\/p>\n<p style=\"text-align: left;\">Finally there was some discussion about whether the room full of wandering enemies <span style=\"color: #ff0000;\">(C)<\/span> could be made more attractive to players since there was little incentive to take that path.<\/p>\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\"><strong>Davin&#8217;s Level &#8211; &#8220;Iceberg&#8221;<\/strong><\/p>\n<p style=\"text-align: center;\"><a title=\"Davin's N Level\" href=\"http:\/\/nomediakings.org\/artsygames\/wp-content\/uploads\/2008\/09\/n-davinrisk.gif\"><img loading=\"lazy\" decoding=\"async\" class=\"attachment wp-att-93 centered\" src=\"http:\/\/nomediakings.org\/artsygames\/wp-content\/uploads\/2008\/09\/n-davinrisk.thumbnail.gif\" alt=\"Davin's N Level\" width=\"200\" height=\"151\" \/><\/a><\/p>\n<p style=\"text-align: left;\">Davin&#8217;s level &#8220;Iceberg&#8221; resembles an ant hill with a maze of tunnels beneath.\u00a0 Ben mentioned that it reminded him of the game <a href=\"http:\/\/en.wikipedia.org\/wiki\/Another_World_(video_game)\" target=\"_blank\">Out of This World<\/a> with it&#8217;s stark alien landscapes.\u00a0 Several of us enjoyed running around the top section and encouraged Davin to lower the map slightly so that players could jump over the mountain.<\/p>\n<p style=\"text-align: left;\">When we first tried the level we quickly found that it was unwinnable.\u00a0 A stray half tile near the end of the level <span style=\"color: #ff0000;\">(red circle where it was)<\/span> made the passage slightly to thin for our svelte ninja to fit through.\u00a0 Like Ben&#8217;s last minute change, Davin had added the tile for aesthetic reasons just before saving and had assumed the path was big enough.\u00a0 These two examples really made it clear to all of us how important testing was, even after a small cosmetic change.<\/p>\n<p style=\"text-align: left;\">The level was easy and fun to navigate through, but suddenly ramped up at the end.\u00a0 The jump at <span style=\"color: #ff0000;\">(A)<\/span> to open the exit is tricky and requires precise timing and ninja control to complete.\u00a0\u00a0 A few of us spent several jumps trying to make it and then had to dash for the exit before the time ran out.<\/p>\n<p style=\"text-align: left;\">Several of us went out our way to get at the bits of gold scattered off the main path, even the single one down a long tunnel at <span style=\"color: #ff0000;\">(D)<\/span>.\u00a0 Unfortunately the gold at <span style=\"color: #ff0000;\">(B)<\/span>.\u00a0 Was impossible to get at since the enemy AI refused to leave the room.<\/p>\n<p style=\"text-align: left;\">Finally one of us found out the hard way that the floating block at <span style=\"color: #ff0000;\">(C)<\/span> wouldn&#8217;t save our ninja from long drops.\u00a0 N&#8217;s physics make it difficult to tell exactly how an object will react, since a slight change in force can have a dramatically different outcome. Maybe a second floating block would help?<\/p>\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\"><strong>Jason&#8217;s Level &#8211; &#8220;Gold Depository Explosion&#8221;<\/strong><\/p>\n<p style=\"text-align: center;\"><a title=\"Jason's N Level\" href=\"http:\/\/nomediakings.org\/artsygames\/wp-content\/uploads\/2008\/09\/n-jasonvanhorne.gif\"><img loading=\"lazy\" decoding=\"async\" class=\"attachment wp-att-96 centered\" src=\"http:\/\/nomediakings.org\/artsygames\/wp-content\/uploads\/2008\/09\/n-jasonvanhorne.thumbnail.gif\" alt=\"Jason's N Level\" width=\"200\" height=\"151\" \/><\/a><\/p>\n<p style=\"text-align: left;\">Jason&#8217;s awesomely named &#8220;Gold Depository Explosion&#8221; resembles a bank that&#8217;s suffered a terrible explosion.\u00a0\u00a0 It also has a ton of gold.\u00a0 But that gold obscured a lot of hidden mines <span style=\"color: #ff0000;\">(D)<\/span>, many games ended with a empty line through the gold marking the ninja&#8217;s path and ending with a bunch of blown up ninja bits.<\/p>\n<p style=\"text-align: left;\">We all found that the alternating section along the top <span style=\"color: #ff0000;\">(A)<\/span> was a lot of fun to run along since it caused the ninja to skip around in an entertaining way.<\/p>\n<p style=\"text-align: left;\">The path down the right side <span style=\"color: #ff0000;\">(C)<\/span> is also tricky but for different reasons.\u00a0 Not only\u00a0 is it blocked by several laser shooting enemies but the door at the bottom can&#8217;t be opened <span style=\"color: #ff0000;\">(circled in red)<\/span> from that side making that whole section a dead end.\u00a0 This brought up a short discussion on whether it would be better to open up that section and make the path useful or\u00a0 to to keep this area as a trap for un-observent players.<\/p>\n<p style=\"text-align: left;\">We also discussed whether the white space in <span style=\"color: #ff0000;\">(B)<\/span> should be kept for aesthetics or altered to make it a useful play element.<\/p>\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\"><strong>Jim&#8217;s Level &#8211; &#8220;Don&#8217;t Frak it Up&#8221;<\/strong><\/p>\n<p style=\"text-align: center;\"><a title=\"Jim's N Level\" href=\"http:\/\/nomediakings.org\/artsygames\/wp-content\/uploads\/2008\/09\/n-jimmunroe.gif\"><img loading=\"lazy\" decoding=\"async\" class=\"attachment wp-att-99 centered\" src=\"http:\/\/nomediakings.org\/artsygames\/wp-content\/uploads\/2008\/09\/n-jimmunroe.thumbnail.gif\" alt=\"Jim's N Level\" width=\"200\" height=\"151\" \/><\/a><\/p>\n<p style=\"text-align: left;\">Jim&#8217;s level is deceptively simple.\u00a0 It requires that the player make a perfect long jump across the entire level to a small trampoline set between two landmines <span style=\"color: #ff0000;\">(B)<\/span>, hitting the switch at <span style=\"color: #ff0000;\">(A)<\/span> along the way.\u00a0 Failing to hit either of those on the first try is fatal.\u00a0 If the fall or mines don&#8217;t kill the player the machine gun <span style=\"color: #ff0000;\">(C)<\/span> will make short work of them.\u00a0 The jump back to the exit is also tricky, it&#8217;s possible to make it while suiciding, but using the wall to slow the ninja&#8217;s fall allows the player to complete the level and live.<\/p>\n<p style=\"text-align: left;\">Ben said the final jump was a metaphor for believing in yourself.\u00a0 <a href=\"http:\/\/en.wikipedia.org\/wiki\/PaRappa_the_Rapper\" target=\"_blank\">ParRappa<\/a> agreed.<\/p>\n<p style=\"text-align: left;\">Jim said he created the level this way because he found long jumps to be the most fun aspect of N&#8217;s gameplay and he wanted to emphasize that.<\/p>\n<p style=\"text-align: left;\">Before Jim&#8217;s level we were usually passing the laptop after 3 tries, but because the level was so short and punishment for failure so swift we each took several more turns, throwing our ninja to his\/her doom till we succeeded in that one perfect jump.<\/p>\n<p style=\"text-align: left;\">After we had all tried his level Jim loaded up &#8220;Don&#8217;t Frak it Up: Gold Edition&#8221; which has training wheels made of gold.<\/p>\n<p style=\"text-align: center;\"><a title=\"Jim's N Level: Gold Edition\" href=\"http:\/\/nomediakings.org\/artsygames\/wp-content\/uploads\/2008\/09\/n-jimmunroe-gold.gif\"><img loading=\"lazy\" decoding=\"async\" class=\"attachment wp-att-100 centered\" src=\"http:\/\/nomediakings.org\/artsygames\/wp-content\/uploads\/2008\/09\/n-jimmunroe-gold.thumbnail.gif\" alt=\"Jim's N Level: Gold Edition\" width=\"200\" height=\"151\" \/><\/a><\/p>\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\"><strong>Miguel&#8217;s Level &#8211; &#8220;Untitled&#8221;<\/strong><\/p>\n<p style=\"text-align: center;\"><a title=\"Miguel's N Level\" href=\"http:\/\/nomediakings.org\/artsygames\/wp-content\/uploads\/2008\/09\/n-miguelsternberg.gif\"><img loading=\"lazy\" decoding=\"async\" class=\"attachment wp-att-101 centered\" src=\"http:\/\/nomediakings.org\/artsygames\/wp-content\/uploads\/2008\/09\/n-miguelsternberg.thumbnail.gif\" alt=\"Miguel's N Level\" width=\"200\" height=\"151\" \/><\/a><\/p>\n<p style=\"text-align: left;\">Next came my level, shaped like a pagoda with clouds and lots of hidden traps.\u00a0 Like Ben I was concerned with giving the player multiple routes through the level and placed two exits to help achieve this: The obvious one is <span style=\"color: #ff0000;\">(A)<\/span>, but there&#8217;s also an exit in the &#8220;guard house&#8221; at <span style=\"color: #ff0000;\">(B)<\/span>.<\/p>\n<p style=\"text-align: left;\">Because of there are lots of interactive objects and traps some aspects of the level aren&#8217;t clear in the screen shot.\u00a0 The puffy clouds contain lightning blocks that will dive down on the player as they run across the level (and can be ridden into the clouds by clever players). \u00a0 The birds in the sky <span style=\"color: #ff0000;\">(C) <\/span>are made of a series of switches.\u00a0 The large ones trigger missile launcher doors to open on the tower and bridge.\u00a0 the small ones create platforms underneath them saving the player from falling.\u00a0 In fact it&#8217;s possible to make a leap of faith from the top of the tower <span style=\"color: #ff0000;\">(D)<\/span><\/span><\/span> across all the birds to the cloud just by holding left.<\/p>\n<p style=\"text-align: left;\">We discussed whether it would be good to remove the exit at <span style=\"color: #ff0000;\">(B)<\/span> and force the players to go for the top exit where some of the more interesting gimmicks in the level are.<\/p>\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\"><strong>Rose&#8217;s Level<\/strong><\/p>\n<p style=\"text-align: left;\">Unfortunately Rose&#8217;s level was corrupted and we couldn&#8217;t play through it.\u00a0 Hopefully we&#8217;ll get a chance this week.<\/p>\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\"><strong>Next Assignment!<\/strong><\/p>\n<p style=\"text-align: left;\">Before we left Jim gave us our next assignment.\u00a0 Download the kid&#8217;s programming language <a href=\"http:\/\/scratch.mit.edu\/\" target=\"_blank\">Scratch<\/a> and modify one of the included games with our own graphics and gameplay.<\/p>\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">\n","protected":false},"excerpt":{"rendered":"<p>Last Thursday we gathered again at Rose and Jason&#8217;s warehouse apartment for our second session of the Artsy Games Incubator. Last week our fearless leader Jim asked us each to create a level for the game N using its included level editor.\u00a0 So this week&#8217;s session was all about playing and critiquing each others N [&hellip;]<\/p>\n","protected":false},"author":11,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[],"class_list":["post-91","post","type-post","status-publish","format-standard","hentry","category-session-notes"],"_links":{"self":[{"href":"http:\/\/nomediakings.org\/artsygames\/wp-json\/wp\/v2\/posts\/91","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/nomediakings.org\/artsygames\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/nomediakings.org\/artsygames\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/nomediakings.org\/artsygames\/wp-json\/wp\/v2\/users\/11"}],"replies":[{"embeddable":true,"href":"http:\/\/nomediakings.org\/artsygames\/wp-json\/wp\/v2\/comments?post=91"}],"version-history":[{"count":13,"href":"http:\/\/nomediakings.org\/artsygames\/wp-json\/wp\/v2\/posts\/91\/revisions"}],"predecessor-version":[{"id":106,"href":"http:\/\/nomediakings.org\/artsygames\/wp-json\/wp\/v2\/posts\/91\/revisions\/106"}],"wp:attachment":[{"href":"http:\/\/nomediakings.org\/artsygames\/wp-json\/wp\/v2\/media?parent=91"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/nomediakings.org\/artsygames\/wp-json\/wp\/v2\/categories?post=91"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/nomediakings.org\/artsygames\/wp-json\/wp\/v2\/tags?post=91"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}