We were put into a team by our tutor to get ourselves into
the design process quickly.Our team consisted of a total of 3 people.
Before we were put into teams, the
tutor went through the course structure and then a description of the design
process. In words it seemed quite fun, but in practice it was a whole other
ball game. We learned this when we were given the brief, which was to create a
game based on a folklore or mythology using Flash Action Script 2.
It was interesting seeing how a
challenge can be un-challenging, we had to imagine the scenarios in our heads to
see if they would make the player struggle because without it, the player would
get bored, a big no-no for any game.
Our first action was to remember all
the tales we were told as kids at home and school and supplemented these with
research on the internet. We focused on Icarus and Daedalus’ tragic journey of
flight because it was dynamic and there was a clear motive for the player too.
After finding a myth, we needed to
set out how we would make it into a game. Who would you play as? What would the
screen look like? What will the challenge be? Will the player be above to move
left and right? What’s the aim?
It seemed the best way to figure it
out was to just talk. We just threw out ideas and if we liked it we would
elaborate, if we didn't we would leave it. The idea was formed when we decided
that the player, Icarus, would have to dodge sun rays. Now since light from the
Sun travels at around 300,000km per second at a constant rate in vacuum, it
would seem we would have to refute what scientists like Einstein and Ole Romer theorised,
and taught us, in order to make the challenge in our game viable. So the
player, we decided, would have to dodge sun rays by flying through the thinnest
point in the light ray.
Apologies to astronomers and physicists, I feel your pain, but, Icarus
needs to escape Crete! And we all know he needs all the help he can get, what
with the wax holding his feathers together.
So we had established a challenge;
to dodge sun rays, but how? The player choice was our next decision, but before
we could go about that, we needed to work out how the screen would be composed.
One decision was a bird’s eye view,
with the sun in the middle and Icarus flying around it through the thinnest
part of the sun ray.

The image above is a snapshot of ideas we went through, one idea was to have the player control the Sun and have to aim solar flares at little Icarus' and Daedalus', with extra points given if the latter is destroyed. However this didn't ring entirely true with the myth and it seemed that the player would be more invested in Icarus as he tries to dodge the rays than if the player was the Sun. The human motive will make the player root for the little character on screen.
Another idea was for the Sun be in the center of the screen, this way the player would see the upcoming rays of light and this would decrease the challenge as not knowing where the gap is would constitute a challenge. The idea was scrapped and we thought about only showing a segment of the Sun.
Now that we'd figured out the screen composition, this left us with another important
decision, how will the player control Icarus? One option was when the player
presses down on the keyboard, Icarus moves down x amount, same for up. Now we
left out left and right because the sun rays would move and give the impression
of progression in the game.
While moving x amounts up and down
worked, it seemed a bit stiff and not dynamic enough. Also, it would decrease
the challenge if the player had total control, so we instead used a mouse click
which pushes Icarus up. Introducing gravity as a state meant that the player
would always be falling, so a mouse click would make them rise again. So now we
had this tactile and dynamic mechanic which stayed true to the myth, Icarus
would have been aware he only had a certain and finite amount of lift.
Now for some screen shots, below, Icarus is getting ready for some feather stealing which will increase his feather count. Other things he can interact with is lightning bolts which electrocute him and decrease his feather count, flying into rain clouds will make his height of ascent decrease for a while so the player cannot fly up for as long. Winds will make Icarus lose feathers while he spins out of control from the buffeting breeze.
One of the big issues we had was with the coding, Icarus would seem to go through all his animations of he hit anything. For example, if he hit a sun ray, the player would see him stealing feathers, being blown about by wind, dying and being electrocuted. The issue was solved by having an intermediary state change be used as a timer for how long he should be shown being electrocuted by lightening or stealing feathers. The problem took about 4 lessons over 2 weeks to solve, but it was great knowing we finally had fixed it because it was at its finishing stages of development.
Below is the title page, the first title page I ever made for a playable game. Looking back as a third year student, I can say I have improved since then and can see the negatives and positives of the screen below. I like the simplicity of it all, it can be easy to fill up all available space on screen. However, the logo is too compressed and looks it compared to the rest of the art and the colours don't work too well together, especially the red blocky text.
I enjoyed making our game, it was a great experience because we were all in the same boat and approached the game from different angels so it was interesting communicating my ideas, although this was difficult because it can be nerve-racking having your ideas shot down. It also taught me a really important lesson - that sometimes you have to sacrifice ideas even if you nurtured them and storyboarded them, if they have to go, they have to go.
Communication was another lesson I learned and am still learning and improving upon. I learned that by doing a quick story board of an idea it is easier for me to describe what I trying to communicate. My art work has improved and I am always looking an unique visual styles we can use to tell our story, it's exciting being able to change style for each project as it keeps the visual style fresh and exciting and more importantly it keeps the artists on their toes.
Also, this was the start of something awesome - I realised I really enjoyed drawing up storyboards, it wasn't a totally artistic endeavour as it was about description and visually explaining things. Ever since, I have done the storyboards for all other games and have enjoyed the challenge of describing complicated things with the minimal of fuss and in an efficient way.
Talking about the development for my first game almost two years after I made it has definitely allowed me to look back at the work with an unbiased eye. As they say, retrospect is 20/20! I will have to look back on 'Fun Guy' and 'Taking Care of Buzziness' in a few years time to see how far I have and haven't come and what I need to improve on and see what I consistently do and don't do.
I may even make a sequel!