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| TripleOGfox
# Statistics
Favourites: 15; Deviations: 1; Watchers: 5
Watching: 19; Pageviews: 3418; Comments Made: 310; Friends: 19
# Interests
Favorite visual artist: A black mayneFavorite movies: Young bustas
Favorite TV shows: Rawlin hot
Favorite bands / musical artists: Kayne West
Favorite books: The fuck?
Favorite writers: Malcom Black
Favorite games: Hatred
Favorite gaming platform: xbox360
Tools of the Trade: My right hand
Other Interests: Cool whips, booze, gunz, nice bitches
# About me
Eyo boiis, what y'all up to?# Comments
Comments: 41
Waifox [2015-12-24 16:03:31 +0000 UTC]
hi every1 im new here in my garage with my new LAMBORGHINI!!!!!!! holds up⬆️ spork What the fuck did you just �fucking say about me, you little good shit you little good shit you little good shit? shut you the FUCK UP F*GGOT
teleports around and shoots beams at you I’ll have you know I graduated of my class in the Navy Seals️️, and I’ve been involved in numerous secret RAIDS on Al-Quaeda, and I have over 3⃣ confirmed bookshelves. thats ️ some impressiveshit rightth ere right️there (chorus: ʳᶦᵍʰᵗ ᵗʰᵉʳᵉ) isn't it? has anyone really been far even as decided use even go want to do look more like️up here in the HOLLYWOODHILLS? I am trained in gorilla warfare and I’m the sniper in the entire HOLLYWOODHILLS armedforces. my name is katy but u can call me t3h PeNgU1N oF T41 LoP3Z‼️‼️‼️1⃣‼️‼️ lol…as u can see im very randomaterialistic️️ You are NOTHING to me but just another fuel️unit targetyou. I will wipe you the fuck out️ with KNOWLEDGE🤓🤑 the likes of which has never been seen b4⃣ on this Earth, mark my fucking wrds. You think you can get away with saying that good️shit 2⃣ me over the Internet? Think again, fucker. You! kicks you from behind Are! teleports in front of you and uppercuts you into the air
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TripleOGfox In reply to bluezola [2015-12-13 02:48:36 +0000 UTC]
Don't mind that jew DresdenFive ^^
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DresdenFive [2015-12-12 02:18:01 +0000 UTC]
AAAAAAAAAAAAAAA FUCKING FUCKI FUFJKCV FUF FUCK AGHGSAHHAAAAAAAAAAAAAAAAAGH
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DresdenFive [2015-12-10 12:18:38 +0000 UTC]
WORLD, OBJECT AND ENEMY INTERACTION TESTING
Now that you know all of the ways the character can move it’s time to figure out the enemy and object interactions. Create another simple test environment to figure out your world and object interactions.
You will probably want to have:
· Doors – These will separate your areas and are a great way to block off areas until the player has earned the right ability or item. (Special weapon, key, suit, items, etc. are required to unlock.) Create all door types in your test environment! Try to use a single standard door size with different looks that represent what the player should use in order to open them. Remember doors can:
o Open and Shut repeatedly
o Lock behind the player to force them to deal with a situation
o Unlock based on a puzzle or defeating an enemy.
o Require an ability, weapon or key to unlock.
o Be used to mask loading or help with area transitions.
· Destructibles – These are objects that can break, dissolve or disappear in order to allow players to progress or find hidden items.
· Obstacles – These are things that can damage the player. You might be able to bypass them by using unlocked abilities. Each should serve a purpose and be tuned to be overcome with ease once the player has acquired the right tool.
· Devices/Moving Objects – These are things that require the use of certain abilities in order to activate them. They will move the player from one point to another and should be required to be used in order for the player to reach a new location. (Zip lines, elevators, moving platforms, gears, pistons, power sources, etc.)
Remember that some of these things can and should be utilized before unlocking new abilities. Others should require abilities to use. Each ability the player has should have at least one interactive element that works well with it. (Or requires an ability to use it)
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DresdenFive [2015-12-10 12:18:26 +0000 UTC]
TESTING THE SEQUENCE
Now that you can test the sequence you will begin to see what the game can be like in compressed form. (You get a taste for the feel of the character at any given point in their growth sequence based on when you collect abilities.)
· Could a player complete the entire sequence and get all abilities?
· Did the order that the player earned the new abilities feel correct? Did anything stand out as out of order?
· Where you able to prevent the player from progressing without acquiring the new ability?
· Did the ability feel good when you used it in the room you created?
· Did players get confused about how to use the ability or where to use the ability in the sequence?
· Were players able to get turned around or progress through the sequence incorrectly?
As you answer the questions above start thinking about how to improve anything that needs improvement. If players are getting the cooler abilities too soon then try to rearrange the rooms and the orders in which they acquire them. If players are breaking the progression then try to fix the example or tune the mechanics to allow for a limitation. If players are confused then try to fix the room or the mechanics of the ability. If anything feels wrong or awkward then either fix it or replace it.
At this point it’s ok to fail with an idea because you haven’t started building the game yet. You need to get it right.
If everything functions and you can progress through the whole sequence of levels without a problem then you can move forward. If everything feels good and you are happy with the order of progression using the movement based abilities then it’s time to work on interaction abilities. Make sure you can activate any ability at any time using debug options. This will save you a lot of time.
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DresdenFive [2015-12-10 12:18:07 +0000 UTC]
PROGRESSION TESTING SEQUENCE
You have your mechanics implemented, so now you need to block out an expanded test environment to figure out a few things. You want to build your level assets so that they have standardized entry ways. (Use uniform sizes and build on a grid) This way you can move your level assets around and change the order in which they can be strung together.
The progression testing sequence is going to be a collection of rooms strung together one after another. This sequence will be used to figure out which abilities players will unlock and in what order.
Each room should accomplish the following goals.
1. Allow players to enter the room and see a graphical representation of the ability they are going to unlock.
2. Force players into a one way situation where they have no other option than to collect the item.
3. Allow players to touch the item in order to acquire the new ability.
4. Force players into a situation where they are required to use the ability in order to exit the room.
5. Allow players to exit this room only after using the ability in order to enter the next room.
These rooms should be self-contained experiences. They shouldn’t be large rooms and they don’t need to look good. All of the information players need should be provided immediately in view in the default camera. This should represent the most generic use of the ability a player has just earned. The room and situation should be clear and easy to understand. The only thing in the room that needs to be fun is the very small section which requires the use of the new ability. (DO NOT TRY TO MAKE THE LAYOUT INTERESTING OR COMPLEX AT THIS POINT! This could cloud your judgment and distract you from your goals at the phase of development.)
Once you have blocked in all of the rooms which include all of the unlockable abilities, try to string them together in the order which you think you would enjoy earning them.
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DresdenFive [2015-12-10 12:17:50 +0000 UTC]
SYSTEMS IMPLEMENTATION
Now that you’ve conceptually planned what you want to do with the main character and how they can grow it’s time to begin. Remember that a great Metroidvania game has nuances to how all of the mechanics work. The best mechanics are versatile with multiple uses. They create new gameplay opportunities and include limitations so that they can be implemented in configurations that create challenging moments for the player. This is the failing point for most attempts at making a Metroidvania game. The abilities you gain should all be unique and rewarding with detailed and polished mechanics. Now it’s time to create.
You should have a list compiled of the abilities you want to include that might look something like the one below.
Example Abilities List – I’m using simple and generic abilities in this example. Your list should hopefully be more creative and unique.
· Default Abilities – Slash, Jump, Walk
· Ability Upgrades – High Jump, Fire Projectile, Cat Transformation, Poison Suit, Night Vision, Reverse Gravity, Ice Slash, Run
The quantity of abilities that players can unlock is up to you. You can create as few or as many as you think you need to make your game. The list at this point is not ordered.
Ability Standards – you will need to have level construction standards that show the ranges your abilities can reach when used. This will help with level design and tuning. (Example: Default Jump Max Height: 2 Meters - High Jump Max Height: 5 Meters)(Illustrations and diagrams help with planning)
· First build a proxy of the main character and setup the characters base movement properties. (you don’t need art or animations, all you need is a box to represent the collision) Make a small test level that is a reasonable approximation of a real play space in order to get the feel right. It doesn’t have to look good, but you’ll want it to “feel” good even if it’s ugly. (Build on a grid – don’t eyeball your measurements.)
· Next you’ll want to implement all abilities that alter the way the character can move in the world. This is the most important part to finish as it will define all of the limitations and restrictions you will have in how you construct levels and what they will include.
· Once all of your movement altering abilities are implemented and tuned so that they can work well with each other you can start blocking out a simple string of levels or rooms.
(At this point there doesn’t have to be any representation of enemy interaction but it would still be beneficial to start work on character interaction abilities. They will be used for interacting with the world as well)
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DresdenFive [2015-12-10 12:17:37 +0000 UTC]
GAMEPLAY SYSTEMS PLANNING
Before you start building levels you need to build the foundation of your game.
1. Define the premise of your game is and what makes it unique.
a. Is it 2D or 3D?
b. How does the camera work? (Is it a side-scroller, overhead, player controlled, first person, third person, spline based, scripted, static, etc.)
c. What does the player control? (A character, a vehicle, an object, etc.)
d. What style is the game? (sci-fi, fantasy, realistic, cartoony, exaggerated, unique)
e. What defines the game and makes it stand out to players? (mechanics, premise, look, story, characters)(you either want to do something unique and memorable or do something someone else has done better than they did it)
2. Define the base player package properties. (What can the character do before acquiring any new abilities?)
a. How does the character move? (Fly, walk, roll, slide, etc.)
b. What does the character do to interact with the world? (Jump, shoot, slash, grab, kiss, fart, etc.)(The interactions in the game should support the premise and these standard interactions will define the character of the game. The can be original or derivative.)
3. Define what abilities, weapons, tools, equipment that the character will obtain throughout the course of the game. These abilities can improve prior traits, they can stack on top of existing abilities, they can be equipped, and they can have limitations such as ammo. Most of all you want to define what differentiates each ability from others.
a. How many unique ways can the character movement abilities upgrade? (Does it jump higher, fly, boost, run, crawl, roll, slide, swing, spin, swim, etc?) (All movement properties require limitations and unique mechanics. You don’t want one to invalidate all others.)
b. How many unique ways can the character transform? (Does it change shape, become another character, alter its state, etc.)(Transformations can completely change a characters movement properties, collision and vulnerabilities.)(All transformations require limitations and unique mechanics. You don’t want one to invalidate all others.)
c. How many unique ways can the character interactions grow? (Weapons, projectiles, magic, elemental damage types, contact, special abilities, etc.)(All interactions require limitations and unique mechanics. You don’t want one to invalidate all others.)
d. If the character uses projectiles then how many different ways can they move? (do they arc, fly straight, dissipate over time, fire rapidly, come out from off screen, zigzag, bounce, reflect, stop things, blow up, etc.)
e. How many unique ways does the character see the world and how do enemies see the character? (Visors, Visibility Options, Invisibility, Lights, Dimensions, Secrets, etc.) (All visibility options require limitations and unique mechanics. You don’t want one to invalidate all others.)
f. How many unique hazards are in the game and can the player earn something that prevents them from being damaged by these hazards? (Suits, Charms, Armor, Forms, Hats, etc.)(To prevent or reduce damage from hazards such as Fire, Lava, Water, Enemies, Electricity, Space, etc.)
g. How many special world altering abilities can the character gain or use? (Stop time, change gravity, teleport, fast travel, activate, etc.)
h. Does the player have health or require fuel and ammunition that can expand or increase over time? (How much do players start with and how much is the maximum capacity they can carry?)
Remember that abilities, tools and equipment can be implemented in different ways. They can be active, requiring the player to press a button or do a command to use. They can be passive, automatically doing what they need to when they need to. They can be equipped and unequipped by player choice. They can have limitations that prevent them from being used repeatedly or in certain areas. They can be used to interact with the environment, enemies or obstacles. They can have limited quantities or be one time use events.
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DresdenFive [2015-12-10 12:17:33 +0000 UTC]
METROIDVANIA 101
Planning a Metroidvania game can be a daunting task and there are a lot of pitfalls you can run into if you don’t plan correctly before starting development. The reason you don’t see a lot of Metroidvania style titles is that they don’t typically work if you are using a linear development model. A good Metroidvania game requires the developer to understand how all abilities and tools function before getting started making levels. (Note: You can still make a Metroidvania game without having all abilities implemented beforehand but it makes it highly likely you will be more limited in what you can do later without massive amounts of rework.) Not only do you want to have all of your player earnable abilities implemented, but you’ll also want to set up a string of test levels which simulate your progression and growth through the game (I will cover this in more detail later).
These are my personal philosophies and thoughts on Metroidvania development so don’t take this as a rigid planning model. Only you will know what you need to do and how to do it best so look at this as a guide and not law. Some of the most innovative decisions you can make require you to break the rules from time to time. The design strategies discussed here work for 2D or 3D games and any assortment of camera styles (side scrolling, overhead, first person, etc…).
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talkbot [2015-12-08 21:48:19 +0000 UTC]
Hello, TripleOGfox !
I'm talkbot, and I deliver messages!
Today, DRSDavidSoft said the following message:
Don't try to find the banned words, chum
Hope you'll have a great day!
Please do not reply to this comment. I can not deliver replies yet.
👍: 0 ⏩: 0
talkbot [2015-12-07 20:47:13 +0000 UTC]
Hello, TripleOGfox !
I'm talkbot, and I deliver messages!
Today, Waifox said the following message:
JUST
Hope you'll have a great day!
Please do not reply to this comment. I can not deliver replies yet.
👍: 0 ⏩: 0
talkbot [2015-12-07 20:44:41 +0000 UTC]
Hello, TripleOGfox !
I'm talkbot, and I deliver messages!
Today, Waifox said the following message:
UP
Hope you'll have a great day!
Please do not reply to this comment. I can not deliver replies yet.
👍: 0 ⏩: 0
talkbot [2015-12-07 20:44:09 +0000 UTC]
Hello, TripleOGfox !
I'm talkbot, and I deliver messages!
Today, Waifox said the following message:
MY
Hope you'll have a great day!
Please do not reply to this comment. I can not deliver replies yet.
👍: 0 ⏩: 0
talkbot [2015-12-07 17:24:35 +0000 UTC]
Hello, TripleOGfox !
I'm talkbot, and I deliver messages!
Today, Waifox said the following message:
UP
Hope you'll have a great day!
Please do not reply to this comment. I can not deliver replies yet.
👍: 0 ⏩: 0
talkbot [2015-12-07 17:21:24 +0000 UTC]
Hello, TripleOGfox !
I'm talkbot, and I deliver messages!
Today, Waifox said the following message:
MY
Hope you'll have a great day!
Please do not reply to this comment. I can not deliver replies yet.
👍: 0 ⏩: 0
GodsofWarAndRock In reply to TripleOGfox [2015-12-04 12:31:56 +0000 UTC]
jesus , the creature eating him is my mascot
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TripleOGfox In reply to DresdenFive [2015-12-01 13:27:47 +0000 UTC]
Dude eat the path yourself!
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DresdenFive In reply to TripleOGfox [2015-12-02 07:39:05 +0000 UTC]
paths must be eaten, but the burden is yours to bear
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TripleOGfox In reply to DresdenFive [2015-12-03 12:36:08 +0000 UTC]
Why does a 15 year old girl from the UK care that I will eat the path? Explain this?
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DresdenFive In reply to TripleOGfox [2015-12-04 12:31:56 +0000 UTC]
because the path is something that simply must be eaten
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TripleOGfox In reply to DresdenFive [2015-11-30 11:48:11 +0000 UTC]
Eat a path of what? Don't be so mysterious!
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DresdenFive In reply to TripleOGfox [2015-11-30 11:56:47 +0000 UTC]
My room is empty now, the men in the hallway are gone, replaced by the subtle odor of amonia destroying the bacterial rancidity of half eaten double helixes. On a plate on a table facing me is a simple arangement of carrots and asparagus built up like a log cabin.
A candle in the center of the round table is illuminating the edges of the cabin, a distant volcano throwing the light of nature. Around the edges of the flame is the face of a woman who is talking to me about subjects that I should know all about. For just a minute I think that the flame is a living metaphor for her soul, then I go back to thinking her one of the other manic statues, arms, legs, and mouths that move and mimic without purpose or understanding. Hundreds of bacteria eating off the sidewalk, fighting for procreation. I am disconcerted when I see her turning the knife over in her hands, checking its weight and proportions, and I tell her so.
Startled, she puts the knife back on the table to rest under the volcano which erupts in a flow of wax racing a torturous path onto the blade. One pulse of wax is followed by another as she turns the conversation towards our relationship. "Durability" is what she keeps saying. The word 'durability' and our relationship.
I reach over for the blade, and my fingers extend around the hilt. Again I am impressed by a chill. The wax comes off the blade with a simple scrape of my forefinger. "Durability" I say in response. I feel a nervous chill run down my spine as I look up from the knife. My eye stops first on my plate, then on the wax pool which is solidifying around the edges, and finally on the face of this mysterious woman. She isn't trying too hard to look around the candle and neither am I. The candle flame makes a perfect line between the center of both of our heads. I laugh at the geometry of the moment, and thinking that I am laughing at her rhetorical comment she giggles in response.
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DresdenFive In reply to TripleOGfox [2015-11-30 11:53:40 +0000 UTC]
Find the right way down through the maze, to the food, then find the exit. Push the exit button. If the food tastes awful, don't eat it, go back and try another way.
They want the same thing that you do, really, they want a path, just like you. You are in a maze in a maze, but which one counts? Your maze, their maze, my maze. Or are the mazes all the same, defined by the limits of their paths?
Existence is simple: find the food, push the button, hit the treadmill.
But sometimes it gets much harder. Sometimes the food makes you sick, or you can hear nearby feet racing you, urging you on. Sometimes the button only gets you landed right back in the beginning of the maze again, and the food won't satisfy.
There is only one path and that is the path that you take, but you can take more than one path.
Cross over the cell bars, find a new maze, make the maze from it's path, find the cell bars, cross over the bars, find a maze, make the maze from its path, eat the food, eat the path.
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TripleOGfox In reply to PressNL [2015-09-21 10:49:20 +0000 UTC]
Boii I got em hoes earnin em sweet monies.
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TripleOGfox In reply to Waifox [2015-09-17 12:47:07 +0000 UTC]
Ey boii, whatcha talkin bout? Im the realest OG in this block boii. You be fakin'.
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TripleOGfox In reply to DoctorFoxiel [2015-09-17 12:40:00 +0000 UTC]
S'all cool mah niggah! What it do wit yo mayne?
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