Friday 31 January 2014

2D Scrolling Shooters

Similar in concept to the 2D platformer is the 2D side scrolling shooter. The idea behind this genre is that the player still controls an avatar on screen, except instead of the screen moving along with them, it moves horizontally along at its own pace. Whilst the camera is slowly moving the player encounters enemies which the player must shoot down, and the aim is to survive until the end of the level.

Gradius, 1985
A recognised game of this genre is Gradius (1985). Originally released as an arcade game, it was eventually released among various platforms including the NES. The player controlled a space ship which they could fly in 8 directions across the screen, and could obtain items and new weapons to help defeat oncoming enemy ships. As well as shooters where the camera scrolled sideways, games were also released from a vertical angle.


M.U.S.H.A, 1990
M.U.S.H.A (1990) was released on the Sega Genesis, and is recognised for how refined it made the genre. Your avatar starts at the bottom of the screen instead of the left, and the camera scrolls vertically upwards whilst the enemy ships fly towards you from the top.



- Chris

Wednesday 29 January 2014

2D Platforming

Due to the capabilities of video game software at the time, retro video games only had a few distinct types of gameplay. We wish to replicate one of these styles, as the aim of our own video game is to take the audience back to the games of old. We wish to research the gameplay that became known and recognised from retro games, and to look at a few different examples of games that had refined this gameplay.

The 2D Platformer


            Perhaps the most well known style of gameplay from retro games is the "platformer". In short, "platforming" within 2D video games is where the user controls a character, and has to guide them towards a particular objective by jumping over dangerous gaps and avoiding enemies and obstacles. The challenge from this particular genre of game came from timing of jumps, having to avoid enemies or make it from one platform to the next without falling to ones death. In his book called Game Design Theory (2012), Burgun explains a 2D platformer's mechanic comes from a "clear pattern of tension and release", the tension arriving from when you start your jump, and the release of that tension arriving when you land the jump. 

An undoubtedly classic example of this
Super Mario Bros, 1985
style of game is Super Mario Bros (1985). Released on the Nintendo Entertainment System, the game soared in popularity. The games objective was simple but effective, you had to collect coins, jump over gaps and jump on enemies heads to reach the end of the level. Perhaps the most traditional example of a 2D platformer, other games had the same concept but added new elements. 

Mega Man, 1987
Also for the NES, Mega Man (1987) is still regarded as a side scrolling platformer, though it differed from Super Mario Bros in a few ways. In Mario you dispatch enemies by jumping on their heads or hitting them with fireballs if you find a certain upgrade, whereas in Mega Man you can start with firing bullets from his arm cannon. Mega Man also has a health gauge, notifying the player of how close they are to death whilst Mario dies in one hit without a power up, two with a power up.


- Chris

Tuesday 28 January 2014

Original Presentation

Our presentation we used to pitch the idea.

Here are the original slides we used to pitch our idea. It's hard to read but we will upload notes for each slide shortly.

General feedback was positive and we were given some helpful advice to help research and develop the game. For example, One student recommend using a piece of software named "Stencil" to aid in designing the characters.

Our first port of call for research will be about gameplay, and all the different varieties that were used in what we now know as retro video games. We have shared out the research we wish to complete. Kat will focus more on the design elements including character and level design. Chris will focus more on the gameplay aspects, including genre and character animation cycles.

- Kat & Chris.

The Beginning.

Hello all!

After finishing our last project on a high, here is where we will be keeping consistent updates for our new project, creating our very own 2D platformer video game.

Our aim is to create a game that takes users back a few years, to the days where retro games were just simply known as "games"!

Stay tuned for updates.

Kat & Chris.