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Yann



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  28/02/2010
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14th May, 2010 at 04:04:57 -

Actually it's not really a full game, just a level.
Anyway, as I'm new on this website, I will introduce myself: I'm a 25 year old french art student, just one year from being graduated.
This game was a school assignement. The subject was to make a platform game based on Alice in Wonderland.
I began 2 months ago. As I was really into robots, "what if alice and all her story was transposed in a world of robots?" was the direction I took. I didn't planed anything concerning the scenario but I managed to find a story which seamed believable.

You can try it here: http://yanngranjon.com/wp-content/uploads/2010/05/2010-05-11.alices-heart.exe

here a few screenshots:
Image
original size : http://yanngranjon.com/wp-content/uploads/2010/02/2010-05-11.alices-heart.jpg

I apologize for the lake of care on the title screen... I already worked to much on this.
Hope you like it (:

 
My Portfolio
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Assault Andy

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14th May, 2010 at 10:35:08 -

It's really very good for your first game, and the graphics are excellent! I especially love the rabbit.

However as I game I don't think it's a lot of fun to play just yet. Here is some constructive criticism for the game:

- Firstly, the game is a bit unforgiving. The water instantly killing you isn't much fun. Being killed randomly isn't fun, the player should be able to feel that if they had the right skill then they could avoid death. There are many elements in the game which seem too random. (No pattern to the spade spikes coming down? Chester cat randomly popping out? Falling raindrops which hurt.)

- It's hard to tell what is bad and what is good. And it's hard to discern between background and foreground elements. Maybe less shadows in some parts, and use consistent saturation and/or hues for platforms perhaps? For example it wasn't obvious that you'd be able to climb on the window grating, nor was it obvious that the waterfall would hurt you. The pipe wheel looked like a pickup too, due to standing out so much.

- The level design is okay, but it seems that the ledges are placed at strange heights. You should make it obvious where you are meant to go next, or give the player choice, but at the moment there are many ledges which you can almost jump to, but not quite. This is particularly noticeable in the first ledge where you can almost jump on the right ledge.

- The health serves no purpose. Dying respawns you at your last 'checkpoint' and many things kill you in one hit anyway, so there is no reason to collect extra health or have health in the first place.

- Moving platforms are a bit slow. They're acceptable but I think

- Alice floats a little heigh of the ground. I take it since she's a robot she's meant to be floating, but it makes it hard to judge where the 'hitbox' of your feet is for when you're jumping around.

- Maybe add some sort of pickups or score?

 
Creator of Faerie Solitaire:
http://www.create-games.com/download.asp?id=7792
Also creator of ZDay20 and Dungeon Dash.
http://www.Jigxor.com
http://twitter.com/JigxorAndy

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Candy Cane
14th May, 2010 at 11:01:30 -

The background graphics are nice and have atmosphere, but I felt the main player and some of the powerups felt more like library graphics/random sprites.

In my opinion it would make the whole feel of the game creepier if Alice was more human, had more expressions and character so we can sympathise with her, rather than just a hovering robot. The Cat thing is cool though.

 
n/a

Yann



Registered
  28/02/2010
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14th May, 2010 at 15:52:02 -

Hey thanks a lot you two.

Andy :
- there's only two things which are instant death : when you fall on the water, and the falling spades.
- Cat, drop and waterfall just decreases life. But I guess I should give more life at the begining, thus allowing gamers to make more mistake and discover what is bad and what is good ?
- For the ledges I didn't know it was such an issue, I can't really say I did it on purpose but when I designed the level I knew where I wanted the player to go and not to go. It seams my game should more clearly then tell them where to go (: (I began to discover that fact a few days before I finished this game, playing God of War 3 all night long)
- Moving platforms... I agree, I didn't notice but it's true.
- Floating Alice... Well at the begining I thought there would be some sort of flames coming out of here skirt to sea more clearly where are the "feet", but I didn't have enough time to add that.
- Pickups or score... Like coins in mario bros? I thought a little about that. It's not really hard to add, but I didn't want my level to be too loaded. Now thinking about mario, pickups can be used to guide the gamer through my level... Damn! =

Adam :
- I didn't use any library but I see your point. The first design of my cat didn't fit too well (it was a shiny purple head... not only eyes, teeth and claws like now...). I thought it was not bad since gamers would notice them and tell themselves "ok, it's not just background stuff" but if it bothers you, it means that it's too much =

- I agree about alice being human could be better =... I just like creating robots more. I know it's not a good argument (it's easier to model and animate)

Edited by Yann

 
My Portfolio
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Marko

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15th May, 2010 at 18:46:56 -

Hi Yann, welcome to The Daily Click!

I took a peak at your game's screenshots - have to say it looks very classy at first glance and i look forwards to trying the game later when i get back in from the pub!

 
Image

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Marko

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16th May, 2010 at 02:18:50 -

Very good - i really was impressed with that game, some fairly interesting gameplay there. I thought the robot idea was a breath of fresh air after all the American MaGee/Tim Burton versions of a dark-Alice, though if she's had some legs i would have been more impressed - the floaty robot didn't "float my boat" (no pun intended!). The Cheshire Cat was proper evil looking - loved the teeth and red eyes, very creepy. As for the game icons, the shrinking-liquid can looked cool (reminded me of Abe's Odysee actually) but the battery icon looked too lifeless for my liking - give it some electricity or something to make it stand out a little.

Very, very good overall

 
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Ski

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Candy Cane
16th May, 2010 at 03:31:34 -

Tim Burton's version wasn't that dark, just closer/more realistic to the original stories of Alice in Wonderland and Through the Looking Glass than Disney's original version ever was they were always quite dark or certainly somewhat twisted stories to begin with

 
n/a

Yann



Registered
  28/02/2010
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16th May, 2010 at 19:45:26 -

Thanks Marko, If I have some times during summer holidays I may change a few things :
- maybe more life to begin
- no battery, rather a "thing" (battery charger maybe) we can activate whenever we need like magic potion in rpg)
- as for legs or not legs, it seams legs are needed... then maybe a little redesign for alice but I want to keep her as a robot (all the scenario revolves around that fact after all)
- Add some pickups to guide the gamer
- rework a bit platform distribution
- increase the speed of moving platforms
- ... maybe thinking of a continuation...

errr.. but unfortunately, I don't think I will have that time'cause I have an internship during summer (which I'm still looking for...) and I have to begin working on my graduation project (a videogame, with a 3D game engine I have yet to master)

Well so many things to do, so little time v__v

 
My Portfolio
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Pan-tosser



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  24/10/2008
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17th May, 2010 at 20:48:53 -

A 3d project, sounds like you got your hands full... I've tried to attempt a couple 3d projects in the past. I wish you the best luck in finishing. Maybe Media fusion could still be of use to you, It could serve as at least a way to quickly plan out your final 3d project. Not the hole project but the game shell, hud, inventory.

Just a thought. best of luck

 
https://www.facebook.com/nathon.brown.7

Yann



Registered
  28/02/2010
Points
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18th May, 2010 at 10:35:30 -

Hey not a bad idea, it can be usefull to plan a simple 2D interface within a 3D game. Good idea (:

 
My Portfolio
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