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Ascend

Sabao

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tl;dr
If you want to ignore the huge wall of text below, here's a Flash version of the first stage. It's still a gigantic mess and far from what I want it to be, mind. Story scenes don't exist. Rooms refresh to its default setting every time you enter. I think I've already resolved the issue, but I haven't tried the fix out yet.

http://www.stencyl.com/game/play/11812

This was built on Stencyl, in case the URL didn't give it away. I don't know a lick of iOS code, and I don't fancy myself as much of a scripter either. The software's simple enough and does what I need it to do.

Controls
Space bar to get past the title screen (Sorry, I had this set to touch controls and couldn't be assed to build proper buttons on Flash)
Arrow keys to move, space bar to jump.

Introduction (Ignore this part if you want)
So hey, I'm a graduating multimedia arts student and for my thesis I decided I'd build an iOS-native game. It was a case of talking before thinking, really. The project was first proposed as a Flash game, but another guy and a pretty girl ahead of line were doing iOS native and if we pulled it off we'd be the first three to release an iOS app as a graduate thesis in the school, so for the sake of impressing I followed suit. I might've been in over my head when I first proposed the medium, but after a lot of review I think it's manageable. I digress though, as this topic is more for spitballing my game concept and seeing if I can find ways of refining it.

The Game
For my thesis, I'm to make a puzzle-heavy side scrolling platformer game based on Dante's Purgatorio. Why that? The structure lends itself perfectly to be translated into a game: There are ten terraces, seven of which spirits of the departed must cross to purge them of each of the seven capital sins before they're admitted entry into heaven. Each of these seven terraces hold different tasks these spirits must perform as penance for their earthly sins (which, also serve as lessons in the seven contrasting virtues). Translated into game form, this essentially means that for every terrace, there's a different theme for the sets of puzzles presented.

Here's a link to the document I wrote up to serve as my proposal:

http://www.scribd.com/doc/82558651

It details the control scheme and power-ups planned to be used so far.

Here's the plan for the terraces:

  • Pride/Humility
    The original poem depicts penitents spirits carrying large, heavy rocks over their heads. For the game, there will be locked rooms with different colored switches and blocks. The player's task is to push these blocks on top of their corresponding color. Doing so will unlock the exit, leading them into the next room.
  • Envy/Compassion
    The original poem depicts penitents wearing gray cloaks and with their eyes sewn shut. To find their way, they depend on one another by holding on to one another's shoulders. In game, there are non-playable characters that automatically walk in a single direction, but turn around when they detect a collision. The player's task is to help this person get to the exit by lowering bridges, calling elevators, and removing obstacles in its way.
  • Anger/Meekness
    The original poem depicts penitents in thick, acrid smoke so they are unable to see without their eyes burning. The third stage will also have thick smoke, limiting view only to the circle of light around the character's pet goldfish. This means the player can only see what's coming when it's close, and he can throw his goldfish to see what's ahead (to help judge if a pit is safe enough to jump across, among other things).
  • Sloth/Zeal
    The original poem depicts penitents running endlessly to make up for their laziness during their earthly lives. In-game, think of this as a simplified Temple Run. The actor runs automatically, and players must time jumps to either avoid obstacles, or climb onto platforms that may hold special power ups.
  • Greed/Generosity
    The original poem depicts penitents lying down on the ground, face down. '

    ... This was the hardest to translate into a game, and I'm still not satisfied with what I had. Players just had to finish the stage, mindful not to step on anyone lying down on the ground.
  • Gluttony/Temperance
    The original poem depicts penitents meditating among trees with unreachable fruit.

    ... Also had trouble with this one. My current challenge is that you need to hit the trees with your goldfish so it drops to open a door. It won't be straightforward as you might think, because there may be obstacles around that won't make the shot as straightforward. This stage was pretty much inspired by Crazy Golf, but for a terrace that is supposed to teach temperance and the resistance of bodily temptation, it seems contradictory.
  • Lust/Chastity
    The original poem depicts penitents need to cross a large flame, purging them of their last sin... and that was it. For the game I decided to adapt a Portal approach, where there are several flames players can cross that take them into different locations. Players must then cross the right order of flames by trial and error to reach the game.

Yes, the literature references heavy on Christianity
I for one, though, am trying to keep the bible thumping to a minimum. I understand the story is heavy on Christian theology, but I hope to water the text down to something more secular. I reckon we don't all have to be religious to live a virtuous life, right? I don't enjoy my video games going all sanctimonious on me either.

Character Concept Art

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