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Dev Diary - The Art of Dying #1: Movement

Blogs > NihiLStarcraft
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NihiLStarcraft
Profile Blog Joined January 2010
Denmark1413 Posts
October 25 2013 17:19 GMT
#1
Hello there and welcome to my first TL blog post ever!

I noticed that we seem to have quite a number of - mostly amateur - game designers and developers here, so I thought "why not go ahead and introduce myself" as I'm working on a free retro platformer in my free time as well. The game I'm working on is called "The Art of Dying" and it's made with a software called "Adventure Game Studio" that I've been using and abusing for non-adventure game for ten years now. This is a solo project, meaning I'm programming the entire thing, I'm drawing all the art and animation and design the game. The music in the video is used with permission and is by the amazing Tom Woxom - found on the equally wonderful freemusicarchive.org!

The way I want to present the game is with short video segments: each one focuses on one particular aspect of the game. This first installment talks about the most important game play mechanic in any platformer: movement! Please take a look:





In the video I demonstrate the way I implemented movement, acceleration/deceleration on different surfaces (solid and slippery), jumping, double-jumping and ducking.

Let me expand a little on two of the points made in the video:

- Featuring smooth movement (with acceleration and deceleration) as opposed to hard fixed-pixel movement is very important. The former gives a much more modern feel to your game, the latter is more precise and exact. I went for very subtle smooth movement and put a lot of effort into finding 'correct' values so that you would just barely notice that there is smooth movement in the game but still keep the controls as tight as possible.

- Jump systems are a second, fundamentally important aspect of platformers. There are several different styles that you can follow: There's the simple way. You hit the jump button and it results in the same exact jump every time no matter what. Then there's the Mario way: the jump starts when you push the jump button and gets an upward boost for a limited amount of time if you hold the jump button. That gives the gameplay much more complexity as you can now have jumps that players need to be careful not to overshoot (down-facing spikes over gaps anyone?) and you need to master the regulation of the jump. And then there's the double-jump system that I went for. It's like the first-mentioned primitive jumping system except that you can, well, double-jump. I went for this latter approach because it allows the player to regulate the jumps and makes the gameplay more complex and, at the same time, it looks really cool to double-jump all over the place. Don't ever underestimate how important it is for core gameplay mechanics to just be straight-up dumb fun (and complete unrealistic from a physics point of view)!

I will be releasing a second video very shortly from now, assuming this blog series catches a bit of interest, which will focus on the various attacks in the game! Please let me know what you think of my project, the ideas I talked about in the video and in this post and ask any questions you might have!

Cheers,

NihiL

****
betaflame
Profile Joined November 2010
175 Posts
October 25 2013 18:00 GMT
#2
Hey, this is pretty cool, what did you use to write it?
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2013-10-25 18:01:17
October 25 2013 18:00 GMT
#3
Pretty sweet! I love it, especially the music Would enjoy seeing more of these. What tools did you use to make all this stuff?
NihiLStarcraft
Profile Blog Joined January 2010
Denmark1413 Posts
Last Edited: 2013-10-25 18:05:24
October 25 2013 18:05 GMT
#4
Thanks! The music is the only thing I didn't make, as I said, it's taken from freemusicarchive.com and made by Tom Woxom, the best chiptune artist I've ever heard!

So, I made the game itself with Adventure Game Studio, a free tool that was originally put together to assist people to make point'n'click adventure games. These days I'm a computer science student competent in C/C++/C#/Java etc. but I still love this old program with its rather primitive custom script language.

The art is made in Cosmigo's Pro Motion, which is just the best image editor for pixel art in my opinion.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
October 25 2013 18:31 GMT
#5
Yeah it really is, Pro Motion was also used to make Volgarr the Viking art
XDJuicebox
Profile Blog Joined January 2011
United States593 Posts
October 25 2013 19:31 GMT
#6
Looks great!

Btw, Art of Dying reminded me of a Bruce Lee quote lol
And then you know what happened all of a sudden?
YouthSC
Profile Blog Joined October 2010
United Kingdom355 Posts
October 25 2013 20:23 GMT
#7
This looks pretty cool! You should definitely post more of these, I'm interested
The more I practice, the luckier I get!
NihiLStarcraft
Profile Blog Joined January 2010
Denmark1413 Posts
Last Edited: 2013-10-25 20:36:45
October 25 2013 20:36 GMT
#8
On October 26 2013 03:31 CecilSunkure wrote:
Yeah it really is, Pro Motion was also used to make Volgarr the Viking art


Really? I had no idea. Were you by chance involved in the making of Volgarr or did you just hear/read that somewhere? I've seen the devs be quite active, that's why I'm asking. I have strong opinions on that game, both positively and negatively!

On October 26 2013 04:31 XDJuicebox wrote:
Btw, Art of Dying reminded me of a Bruce Lee quote lol


Works for me haha! Although the title of the game is really based on the lyrics of the song "Paradise" by "Eyedea", an underground American hip hop artist. Here's the song, if anybody's interested:





On October 26 2013 05:23 YouthSC wrote:
This looks pretty cool! You should definitely post more of these, I'm interested


Thanks! The next is coming up then, keep your eyes peeled!
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
October 25 2013 21:31 GMT
#9
Oh no I wasn't involved in the dev of that game, though I actually did ask to work with one them one lonely summer, to which they politely declined
NihiLStarcraft
Profile Blog Joined January 2010
Denmark1413 Posts
Last Edited: 2013-10-26 09:55:25
October 26 2013 09:54 GMT
#10
On October 26 2013 06:31 CecilSunkure wrote:
Oh no I wasn't involved in the dev of that game, though I actually did ask to work with one them one lonely summer, to which they politely declined


Bastards! I've rarely ever had such a love-hate relationship with a game as I had with Volgarr. And I'm not talking about difficulty - it's just that the length of the game is so short (even for that indie ~20 dollar/~14 euro price tag), there's so little replay value and those boss fights - urgh, super slow and uninspired in my opinion. Yet it's so well-liked by pretty much everybody - because it somehow still manages to be a good game. I don't know. I haven't quite made my mind up about it I guess.

It did serve as a bit of inspiration, Volgarr and Rogue Legacy, which I like a lot more. I even started out writing a random level generator that takes pre-made segments and links them up to build levels. It wasn't easy to implement with AGS' custom script language which doesn't support a lot of OOP functionality and doesn't support dynamic arrays or any other dynamic collections, no pointers or references and no recursion - but at some point I had it, it just didn't really work out the way I wanted it to. So I did the next best thing: go back to completely human-made levels but with a build-in level editor so people can make and share level files easily!
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