You're the horizontal thing (he's flipping). |
Obviously, the screenshot that you have become privy to in this post represents more of my legendary placeholder artwork, but it handles the job of emulating gameplay, and it does that job extremely well.
The Early Story
The Fall
I believe that it's very important to come up with your own ideas, but at the same time, I don't think that borrowing ideas that work from other games to supplement your own individual visions is necessarily a bad thing. As long as you're not ripping off another game, I feel like similarities between games should only serve to honor the original inventor of the idea.
The Inspiration
For awhile, I had trouble finding something that could work as a goal for the gamer; one that didn't tread too closely to Super Crate Box or the notion of solely trying to acquire a higher score (but that would ultimately be the goal of course). In SCB, getting the crates and finding new weapons was the major goal. It served the purpose of randomizing gameplay and acted as the scoring mechanism which was a great design choice because it fostered simplicity. For a while, I wondered what I could use as my scoring mechanism. For a while, I couldn't think of anything.
But, I asked my girlfriend (who is by no means a gamer of any kind) to make a list of things she thought I could put into the game to make it better. She made a list of ten things, and initially, I thought the list was a pile of crap, so I was frustrated by her naivety within the discipline of game design. I was serious, and her suggestions were...well they were not serious. So at first I disregarded the list and stopped development for a day or two. But eventually I came back and looked at the list and something clicked with two entries on the list.
- Triangles that spin and cut you.
- Squares that shoot you.
- Keep the basic shape thing you have.
- If there is something good falling from the sky, give it a rainbow trail or something.
- Zooming cars.
- Raining guns that you have to avoid.
- Mermaids.
- Catch the gun and it kills everything on the screen. Call it the "Silver Star Gun".
- Bubbles. Toxic bubbles or happy bubbles.
- Sound effects.
Raining guns and the "Silver Star Gun". From these ideas, I created the Gunstar.
The GUN STARRR. |
A weapon that, if the player is doing very well for a certain period of time, will fall from the sky and offer you ultimate power for a short time span and allow you to murder the crap out of everything on the map (if you're skilled). This idea, spawned from a list of what I considered terrible ideas at first, inspired me to work on the game as a murder box and helped me move away from the idea that the game was too inspired by Super Crate Box.
What you should take from this is, ideas can come from ANYWHERE, not just yourself. Outside ideas are extremely important and even if you don't think that whoever is giving you the ideas is qualified to give you ideas (probably because you don't think they know about games or fun and you do because you're a "game designer" and they're a regular person). You have to remember--and I have learned to remember--that game designers aren't usually your target audience, just because they MIGHT be the most vocal audience or offer the most criticisms, you don't tailor your game to them, you tailor it to the people you want to play your game. In the case of Fall, it was casual gamers and the indie hardcore.
The Murder Box
Concept Artwork
By Jacques Yeates. He thinks it's too cutesy. You can see how the Gunstar has influenced the theme of the game. |
By Ryan Huggins. I thought the shades (reference to Gurren Lagann) made this one of the greatest things ever. |
Early Prototype Videos
Expect greatness. Ryan Huggins~
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