Monday, February 8, 2010

Zen and the Art of Level Design

So as you may know, depending on who you are, if anyone is even paying attention, I am working on a Super Mario World romhack and... wait where are you going? It's better then a normal hack honest! Anyway I got lotsa ASM, some fansy gfx, custom music, a brand new character (my imaginary catgirl named Jiggles), and all sorts of odd ideas, but I continually strugle with the hack, mostly because I just can't get a good grip on a fundamental feature all hacks need... Good level design. Becuase honestly I am not to sure, even after all these years of gaming, how level design really works. Especially Mario-style levels.

Because let's face it, Mario levels have always been a rather random collection of blocks that still somehow is fun to play. When I was young, I was highly confused with Mario's jumbled ascetics. What with floating blocks and coins, random platforms with no support, and generally fantastic layout. But a lot of the levels were fun anyway. Still I couldn't help but be a little put off by it. As I grew up, and saw more artistic renderings and other media, it became something of a whimsical and strange modern Alice in Wonderland look, which was fitting as elements of Mario were indeed based on Alice in Wonderland, especially the size changing mushrooms. But there were still major awkward design elements that stood out. Things like floating "?" blocks and bricks in open skies for example. But more then that it always looked cluttered and blocky. This was mostly in other media besides video games, almost a joke... a little visual reference to remind the watcher of the game origins, not really in my eyes a serious attempt at a new style. And while it has become seen as a rather charming style by many, it's not something I really want to emulate that much.

Interestingly, while particular elements of this kind of thing are seen throughout platformers, most do it quite a bit more subtlety, either by having less open areas over all, or fixing areas closely to themes of more real world locations. For instance, Megaman. In sharp contrast to Mario, it was much more focused and consistent. When you went though an area, you often knew exactly what it was for, and it's layout had much more structure. Of course it's downside was it's environments were less interactive on a whole probably, but it did have many many set pieces and gimmicks to make up for it, but these gimmicks had limited use really. Then there was Metriod, which had a few special blocks and was focused on exploring a vast world, but suffered form sameness, and a bit more of Mario's non-logical layout. Then there is Doki Doki Panic/Super Mario 2, which has a noticeably non-Mario ascetic in many ways. Even though I love it more for it's gameplay then it's levels, it has a much more, in my eye, natural feel while still being fantastic in it's own right.

When I started my hack, I started doing things mostly in Mario's way simply because the set pieces are set up to use it, and some of my romhacking associates donated a few levels mostly in this style as well. But I am not sure I really want to use floating coins (which are now cookies, although sprite coins are still coins and do something else) or blocks you primarily hit from underneath. In fact I kind of want to move to a style more similar to Doki Doki Panic/Super Mario 2, in some ways, maybe with Megaman and Metriod elements, but my big problem is, I don't have a really good set of pieces for what I want to do sometimes, and I have no IDEA what I want to do some others.

But it's about more then just looks and ascetics, and I know that. It's also about gameplay and how it relates to the levels. Mario is almost a pure platformer where your cheif method of doing anything is jumping, jumping, and more jumping. So, naturally, most of the levels and enemys invovle floating things and jumping aerobics. Megaman is more of an action game, and so levels are set up more as a progression of fights then of aerobic jumps, even though the later is still there. Metroid is exploration based, and it's twisting levels with loads of secret passageways reflect this. Doki Doki Panic, is almost a middle ground between the three. There is less action then Megaman but a tad more exploration. The gameplay elements of riding and throwing things are put to use both as an action element and a platforming element, and although it has much much less exploration then Metroid, it still has some, if you want to look for hearts and alternate paths in some areas, and the final level is almost 100% exploration based. One of these things these games don't feature very much is puzzles. There are a few, and some mario hacks have alot, even though they strike me as less "puzzles" and more "find the obscure bug and exploit it to proceed".

As for my hack, I think I need to take a good hard look over the gameplay elements I have programed and what ones I have planned and what ones I have already programed, and deside what ones to ditch, and what ones to add for the sake of interesting levels. My Original plan was something rather more like Doki Doki Panic then Super Mario World even though I ended up doing some more Super Mario World levels so far. This is mostly because it has been sorta frustrating doing alot of the ASM hacking involved. Still I have done FAR more ASM on the hack right now then most anything else, to the point where I wonder if it it is even worth it. The fact is, my ASM is mostly in silly areas that really provide no practical gameplay elements to level design. For example, I made a full inventory system you can use at any time. But I never really planned a use for it besides "this seems like a cool idea". And it is a cool idea. But it has no real use beside storing extra power ups which the player can bye at a little store I made. Which is again a cool idea, but it doesn't help me build levels around it. Besides the idea of bombs to find secrets maybe, which is harder then it sounds to do because SMW's bombs don't interact with the level at all, so I would probably have to code in a new explosion routine or a new sprite for it. It's on my todo list, but given the insane about of things on it, I may never finish it, and until I do, I really can't build levels around it.

If I worked on it more I may get something more done, but at this point I lack the energy or concentration to do a lot of the little leg work involved. But that may change soon... I finally got my sleepy-time mask that helps me sleep today. I totally forgot about mentioning it until now. Maybe I will tell you (nonexistent) guys how I do with it tomorrow.

Saturday, February 6, 2010

I got nothing.

Don't have much to say today or yesterday. Not that you care. (Yesterday I was thinking of ranting about the Disgaea series and it's spin offs for no reason, but I didn't. I was mostly was gonna complain about how grind-tastic it was and how it needed more character customization, but eh.) I hope I don't give up on this blog, because ranting randomly is fun! (even if no one pays attention)

Thursday, February 4, 2010

Whine whine whine...

Come on guyz... no comments? Reactions? At all? Anyone?

Le sigh...

Wednesday, February 3, 2010

Horror is boring.

I have been reading though the archive of a silly little quest forum game thing called that can found here. I found out about it do to random pr0n I found on Rule34 (the best site evar). And I thought, "Gee here is a fun looking game with some cute furry animal things" but then I saw it and was like "OMGWTF! RUN! MONSTERS!" only not really. Yeah it involves mutant zombie things and lots and lots of gore, and is basically about a bunny girl with a GIRLY FIGURE and a kitty boy with a MANLY PHYSIQUE who do their best to survive in a seemingly overrun medical research place of some kind, and stuff. And then it tries to be weird and mess with the players' heads. But heres the thing. It's not really that scary. It's kinda interesting sometimes, and it has some cute moments, and even a few awesome ones, but it gets rather old with the horror stuff.

And when I think about it, not much horror is scary at all. And I realize that everyone probably says that, but really, the most frighting horror ever got was probably Lovecraft, and thats only more of a vague conceptual horror. The idea of the universe being filled with harsh unmentionable nameless things that could squish humans like ants, is rather unsettling, but I doubt very much the universe is like that. And anyway I don't much see the point. If I wanted to scare myself silly I have no further to look then real life. I much rather read stories that mean something, not that all horror stories don't, I just have much more fun deconstructing the symbolism involved and elements of how their worlds work then I do with the monsters jumping out and going boo, or a slightly foggy or dark world spattered in gore.

Also, I feel rather sad for the characters in horror stories. Well the ones who are not tottal pricks. They are thrown in a world that hates them, forced to act in stupid convoluted ways for the sake of the plot, and they often end up broken mentally and physically for no other reason then to shock and scare. Why can't I have a playful romp with cute critters who have fun adventures and maybe some sex? Oh yeah I guess thats too shallow for you guys.

Tuesday, February 2, 2010

QUACK! POKE!

Let's make one thing clear. Being terminally angry doesn't make you cool, or witty, or a better person. People like that aren't popular in real life, so I don't see why they should be popular on the internet. Yet almost every "cool" internet person is like that. They only express hate and anger at everyone else. Also being a troll likewise doesn't make you cool, or witty, then anyone else. It just makes you an ass. Somehow I think the internet fails to realize this. I am not saying n00bs and idiots should be let to multiply and fester, but come on.

Actually I think the root of the problem is people seem to naturally me elitist jerks who naturally tend to segregate themselves into little groups and declare war on everyone else. Why? Because they desperately want some form of control. Some reason to exist. Crap like that.

And stop making fun of my spelling damn you! I have spelling dyslexia (bullshit excuse)!

Monday, February 1, 2010

Blogging is fun!

Every once and a while I find some silly little web thing to do, and then I end up staying up all night fiddling with it and still never am quite happy with it. Oh well, would probably have stayed up all night on TV Tropes if I didn't. Damn you TV Tropes!

I sorta want the rainbow bg to be fixed attachment but I won't because it's baggy and I care about you. See what I sacrifice for my readers? Now if only I had some. Le sigh.

Bordem and Werewolfs

Why hello again internetland. It's been so long. Did you miss me? No? Well screw you too. Can't sleep, the clowns will get me... or not. But I find sleep harder to come by these days, because you see, I am a vampire.

No actually I am not. In fact I hate vampires. Buncha smug bastards is what they are. And emo too. "Oh I am sooo tormented to have all these powers and crap, cause like... stuff, ya know?" Werewolves are hella cooler. Like Liru. She can do it doggy style with me anytime. Rrrrraaawwrr!

Anyway I wanted to talk about how I was slowly messing with the layout to this blog... cause I love CSS and HTML and crap. But I guess I lost track of what I was doing.