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879520 Posts in 32984 Topics- by 24367 Members - Latest Member: bastion_music

May 24, 2013, 09:12:52 AM
TIGSource ForumsDeveloperFeedbackDevLogsPush the Button
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My Escape
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« on: February 29, 2012, 11:18:51 AM »

Greetings Everyone!

I love how open and everyone is under the Dev Log, so it's encouraged us to share our project currently under development as well, codenamed Push the Button. To sum it up - If pinball and miniature golf had a love child, this would be it. Aimed for free release as a browser-based game, we plan to release it in two sets; the full game, consisting of 30-40 levels and the editor, in which people will be able to create their own levels. Here is a sneak peak at our two protagonists:





BOOMBA                                              KRONG


In addition to updates in art and designs, we are cataloguing our progress through a video blog series. So, if you're interested, please take a look at My Escape's Video Blog - Episode 1 - Introduction to Krong. Thanks for watching and for any feedback you may provide!



« Last Edit: May 23, 2012, 07:04:40 AM by My Escape » Logged

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My Escape
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« Reply #1 on: March 01, 2012, 08:20:54 AM »

Our designer, Duane Beckett, gives us some thoughts on his approach to designing the game:

Any game with structured content is obviously designed. Yet, design is only a stepping stone leading to play-testing. It’s only when you’re playing that you’ll know if your design functions. Even the meaning of the word function cannot be honestly used in level design. The truth is that every level must be more than mere function; a functioning level just won’t do.




My Escape is currently in development on a project called Krong. It’s physics based, so level design must compliment gravity along with every prefab built for the game. All this is theory, but it’s where I currently sit. In the downtime, I have penned multiple levels, but how do I know whether an interesting layout will equal fun?

My plan has been to design all levels based upon a simple equation; direction + (motivation + excitement) = fun.

• Direction through the natural pull of gravity, level structure and point placement.

• Motivation by creating optimal routes that use sequential game mechanics resulting in “what if?” moments.

• Excitement through velocity, challenge and ratings.

What I can say, however, is that when visualizing the level, it feels interesting to me. Whether these elements really bring fun is unknown right now. Until I test all these designs thoroughly, they could simply be kindling.
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« Reply #2 on: March 01, 2012, 11:05:25 AM »

I love the idea! I even wanted to do something similar by myself once as well...
It looks addictive already but I'm wondering about "blind shooting". It would be nice to scroll with mouse slightly outside so you know where you're aiming or do you have that implemented already? Smiley

I'll keep an eye on Krong!
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« Reply #3 on: March 01, 2012, 11:28:26 AM »

Looks like a cool idea.  Have you got a list of all the gameplay elements so far?
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« Reply #4 on: March 01, 2012, 12:38:43 PM »

Hey this is Duane; everyone at My Escape would like to thank you for the feedback.  It’s much appreciated! 

Blodyavenger; we know blind shooting is a problem right now, but it’s something for which we have two possible solutions.  We are still deciding, but there will be a solution before release.  Current possibilities include a golf style fly over or a themed map (hold space bar).

Udderdude; we wouldn’t consider anything 100% decided because making sure it’s fun is key.  Right now I know of two things up in the air; the first is the above-mentioned blind shooting problem and the second is the implementation of a secondary scoring system. 

We're currently working through the level-building phase of development, so we'll be sure to include updates as the roll in.

Thanks for your kind words!
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« Reply #5 on: March 01, 2012, 01:11:50 PM »

Hello! This looks interesting, look forward to getting more details.
Glad I watched the video all the way through, (I nearly quit, I'm an impatient sod) because the gameplay looks sound, with some great potential. Good stuff.
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« Reply #6 on: March 01, 2012, 01:20:23 PM »

Hey Birdorf (love that username, haha) - thanks for watching the video. Glad you made it all the way through, too Smiley Appreciate the kinds words.
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« Reply #7 on: March 02, 2012, 10:39:38 AM »

Welcome to My Escape Video Blog - Episode 2 - Krong: Bouncers and Flippers. In this episode, viewers are introduced to two new elements from the game's editor, flippers and bouncers, and the kinds of variations available with the level creation toolkit. Hosted by our programmer, Gillian.

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« Reply #8 on: March 05, 2012, 07:26:45 AM »

Hey foiks,

Here are a few examples of the design work from our tilesets for for level-building. Some will contain innate properties (Gooey will be sticky, Ice will be slippery) while others are purely aesthetic for themes.

From left to right - Gooey Triangle, Holographic Square, Metal Square, Rusted Triangle

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« Reply #9 on: March 06, 2012, 09:11:38 AM »

Welcome to My Escape Video Blog - Episode 3 - Krong: Magnets and Editor Updates In this episode, viewers are introduced to the multitude of changes we've made to the functionality of the editor, which should make the editing experience much more efficient. In addition, Gillian demonstrates how a magnet works, including both its default settings and variations on positive and negative charges.
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« Reply #10 on: March 12, 2012, 11:31:09 AM »

Written by Duane Beckett

In my last blog I said I’d base the theory of my level designs on a simple equation:

Direction + (Motivation + Excitement) = Fun.

The verdict? 80% right…



My thoughts on direction and motivation are accurate. The levels are more than just function and offer a complexity in structure that influenced the player through gravity and logic. At the same time, the level flow created moments that required luck, choice and rapid reactions to produce peaks and troughs in excitement, all of which are important.

The area in which I was wrong is velocity. Where I visualized Sonic the Hedgehog, in reality, velocity gave only a severe loss of visual connection. The velocity would result in impossible scenarios where a player would defy physics, lose sight of their character and, worst, still have zero control.

The solution is easy and obvious - control velocity.

To do this, I went through the test levels and made more angles. The idea was to create steps in open areas that would cause the player to either deflect into gravity or roll into solids. By doing this, the player could still experience high acceleration, but by forcing the level flow through more angles, the maximum velocity would not become a hindrance. With these findings in mind, it’s time to head back to the editor!
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« Reply #11 on: March 14, 2012, 02:23:27 AM »

^ See, this is a key thing; and admittedly, I'm planning some momentum-based gameplay with Sonic influence in mind as well. I do notice that while Sonic's max hspeed/vspeed is ultimately unchecked, he can only accelerate himself to a certain extent. (IIRC, it's around 24 px/frame.) This is why levelbreaking is always a Sonic game staple, and what sets him apart from other platformer mascots.

Ironically, all the "speed booster" pads you see in Generations and Sonic 4 aren't necessarily there to speed him up, many are actually there to SLOW HIM DOWN and regulate his pace to discourage level-breaking!


But then again, momentum != velocity, and maybe that's what you should be focusing on. Irregardless of that factor, it does come down to level design - there's a one-shot "fast track" and if you blow it, you get a detour depending on how far through that fast track you make it. But that's geared less in Sonic's abilities (except that's what they target), and more in the core level design. Which seems to be what you're really exploring here; along with the mechanics you can devise for them.
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My Escape
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« Reply #12 on: March 15, 2012, 11:12:48 AM »

To keep group morale up and to sprinkle a bit of humor, our former artist, Dave Rigley, works on a webcomic for us called "Patch Notes." It helps make the development process not such a drudge over time. I thought we'd share some of the episodes as they come along -

If you'd like to read more, you can view more on the site here.

EPISODE 1 - DAVE TROLLS GEORGE

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« Reply #13 on: March 16, 2012, 07:07:24 AM »

Hey Everyone,

Here a few new pieces of art work going into the game.



From left to Right: 360 Bounce which will help propel the player forward, the Warp which will come in pairs, the Button which the player must hit in order to open the exit door.
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« Reply #14 on: March 20, 2012, 10:54:26 AM »

Welcome to My Escape Video Blog - Episode 4 - Krong: Magnets and Editor Updates In this episode, Gillian introduces viewers to the latest changes in the game's level creation editor as well as two additional items - the anti-gravity device and warp zones.

The image in the video is the old version of the anti-gravity device, this is the newest version:


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