Friday, August 27, 2010

Cartoon Network Game Creator Notes

Answer the following questions on a separate text file:

A) What options are available to you as a 'game designer'?

I can choose a background, select one of four characters, select one of four goals, and design the area with walls, platforms, enemies, traps, and power-ups.

B) How are these options provided?

They are provided as a six-step process, but you can go back to earlier steps to change them.

C) What types of elements are provided for you to use to 'build' the game?

You have a 2-D grid, 20 squares wide by 13 tall, in which you can place any of the level’s elements. They are split into 4 categories: walls and floors, objects, hazards, and environment.

D) What limits are set on the level of the game play able to be customized?

You can’t switch the actual gameplay itself from running, jumping, and attacking, you can’t switch the camera angle from a 2-D sideview, you can’t make a bigger or smaller level, and you can’t create new goals or objects.

E) What does the process of using these game creators teach about the notion of the 'difficulty and achievement' balance? Explain using an example from your research.

Well at first I didn’t realize that only one injury would destroy my hero, so all my levels were too hard. Then I tried to place all the enemies in one area, and put an invincibility power-up nearby. So while at first they appeared really scary and difficult, and could shoot you from very far away, you could become invincible, defeat them all at once, grab all the orbs, and escape. Hopefully another player would feel a sense of achievement when pulling that off.

No comments:

Post a Comment