07 Jan 2016



Written by lonely woof

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The gamedesign document was growing, so was the universe or the background of the Egz. One thing was still missing though : knowing what to stage. In order to do that, I would have to do some level design.

The goal was to show what a casual gameplay sequence of Egz would look like. And what the player would be able to do, what could prevent him to succeed and how he would finally manage to do it. Building a level basically. And necessarily, it first started with a piece of paper and a pencil.

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My inexperience in level-design

My only experiences in this field went back to 1996 and 2003. In 1998, I was still in high school and “Duke Nukem 3D” just hit the stores. My mother (god, if she even had a clue about what was inside this game…) agreed to buy me this book which explained how to build levels with the engine “Build”. It was fantastic : I did model my whole neighborhood, as the Duke Nukem‘s engine allowed me to. Which meant with big textured boxes and that was it. I was able to shoot some rockets at aliens who hanged in my streets. Or to give some bucks to some strippers who had chosen to stay in my virtual bedroom. That was cool. But the game was a finished product. And at the time, whatever I was doing, it was fun enough.

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Then, back in 2003, I was working in a small agency where we used to play some deathmatches at lunch, or even in the afternoon. Nothing else is better than killing a co-worker with an AK-47 in “Soldier Of Fortune II”, after a long day’s work. Or maybe, doing it in a level designed from the agency itself ! And this time, it wasn’t about just modeling it : it needed to be fun for every player. I remember that I had chosen to give some damages to the street, adding a scaffolding and even a crane, creating a bridge between buildings. I believe it was the first time of my life I understood those notions of “gameplay” and “level-design”.
blog_quoteinI don’t know what I’m doing,
but I’m gonna do it anyway!blog_quoteout
But all of this was ages ago. And the context wasn’t the same at all. Now, it was about creating a brand new gameplay and producing a level. Both things were obviously related. And this is what I was supposed to do. Without knowing how to. Even if, and I was already doing it without realizing it, I was going to move forward with this leitmotiv in mind : “I don’t know what I’m doing, but I’m gonna do it anyway!“.

Here’s the first level ever designed, with 2 differents paths :

MiniC

And here is the (unfinished) Target Render :



This was what “Egz” would look like. A platformer game, where you have to move an Egz by making him jump. You would have to aim with precision, to look ahead for bounces and take advantage of the level (using the vines for exemple), in order to reach the end of the level. Having a target render was pretty usefull. It allowed me to see how several things would work, or wouldn’t work.

The game has naturally evolved since, but with hindsight, I realize that I managed to stick to this “initial vision“, which I’m kinda proud of.

Once this video was done, I would be able to contact some friends and try to convince them to join me in this wonderful adventure that is “indie development”.

Spoiler alert : nobody joined me. Without even seeing the video. The reason ? “Lack of time”, “lack of motivation”, “this is too much work”. And I totally agree. Making a game requires a lot of personal time. Clearly, I was the only one in my entourage to be ready to do it. Certainly because this was my own fantasy. Or maybe I should have started this project with other people, from the beginning. Or, maybe, I was just a “lonely wolf”…

Leave a comment

    Braulio - January 8th, 2016 10:43AM

    Wow! Target Render looks truly awesome! And it’s made with Corona! When I saw then video I run to the Appstore to download or buy it, but I see that is currently under development, so congrats and I encourage you to finish and publish the game! If you need something, just tell me 😉

    lonely woof - January 8th, 2016 4:30PM

    Hi Braulio ! First of all : thanks 🙂

    You’re right, the game is not available yet ! But it will be available soon (hopefully). But if you haven’t done it, I’d suggest you to leave your email adress in the main field on the main page of the website ! You’ll be able to test the game (for free!) once the beta starts !

    TechDojo - February 4th, 2016 9:24PM

    That is a cool video for a corona demo, any chance of doing some tech posts on how you actually created the level and how you realised the map design.

    Ps. Braulio is right – game looks awesome, can’t wait till it hit’s the store.

    Arnetta Laver - May 23rd, 2016 6:33PM

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    Jerri Streller - May 24th, 2016 11:52PM

    How do I make one of my blog posts appear on another one of my pages?

    Wilburn Aylward - May 25th, 2016 8:44AM

    I have a MacBook computer and I want my pictures that are on my computer to be on my Motorola Razr 2 v9. I have a memory card and a memory card adapter. When I put the card in the adapter, the computer recognizes it. And the pictures that I have on my phone can transfer to the computer with no problem. But the pictures on my computer won’t transfer to my phone. All that shows up is a big red “x” on a black screen. Am I doing something wrong? The phone company is AT&T..

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