Startropics and Other Recent Business

October 21st, 2016

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A few months ago I played through Startropics with my friends over at the VG CommuneWe recorded a couple of podcasts together and I also wrote up a rough photo diary of the two Startropics games. In the first podcast we discuss static and dynamic gameplay mechanics and how the grid-based gameplay makes the game very clean. In the second podcast we zoom out from the minute-to-minute gameplay and observe the flow between the game’s chapters. I thoroughly enjoyed the discussion and I’m sure you will too. The photo diaries are a bit rough, but I think they’re worth sharing as well.

This isn’t the first time that I’ve podcasted with the VG Commune. We’ve previously discussed Super Mario Land 2 levels, optional challenges in Wave Race 64, and the nature of two-dimensional space in The Firemen. Greg, aka Golem, has also been putting together videos out of some of our Super Mario Land 2 level discussions, so I’d urge you to check them out and follow him for more videos in the series. Although the DP blog is relatively quiet at the moment, I have been working away in the background over the past few months, so as always stay tuned. 🙂

Ninja Gaiden Sigma – Orientating Oneself in Tairon

July 14th, 2016

https://www.youtube.com/watch?v=pqsPWM_ouIw

Watch a few minutes of the video above. What do you notice about the nature of the environment? And what effect do you think these things would have on the player?

Here are some observations I made whilst playing:

The visual and structural design, as well as the lack of permanency, make it difficult to orientate oneself within Tairon. Because most rooms are narrow and bendy in shape, it is harder for the player to define the room as a simple shape, a technique which is useful when organising the town layout into a mental schema (for example, “the big round room comes after the narrow walkway”). The samey texturing and lack of landmarks similarly deny the player the visual resources with which they can make each room in their mental model of Tairon distinct from the rest. The constant respawning of foot soldiers every second time the player returns to a room prevents one from using the presence of enemies as a means of monitoring their movement through the environment. And, finally, the doors and ledges deceive the player into investigating unnecessary dead ends. Tairon, as a site the player must traverse in various ways throughout the adventure, is a somewhat sluggish stop gap that punctuates the otherwise linear and forward-moving sets of Ninja Gaiden Sigma.

A Few Comments on Nano Assault EX (3DS)

July 9th, 2016

I guess my writing hiatus is officially over now, right? I’m currently working through old notes and drafts, and so some of the short-form pieces will find their way here. If you missed my tweets from a few months ago, I’ve written a 10,000 word chapter for an upcoming edited book titled Level Design: Processes and Experiences, which will be released at the end of the year. It was quite a project and I’ll have more to say about it later on. For now, a few bullet points on 3DS eShop shmup Nano Assault EX. This title was part of the second Nindies Humble Bundle, so if you bought in, then you’ll probably have it in your collection already.

Planetoid Levels

 
 
 
 
 
 
 

Tunnel Levels

 
 
 

Bullets

 
 

3D Visuals