Initial Prototype Creation

I began using the frame work which I had created earlier in order to begin implementing the prototype. Creating this framework beforehand made this stage of the game’s development easier, and will continue to be of use later on throughout the rest of the project. With input already implemented through its own manager, it became easier to reference the already working input values in order to quickly prototype gameplay for the game.

I created a basic approximation of the character movement to serve as a basis so that I can continue making additional progress while waiting for further mechanics and specifics to be decided upon. This ultimately consisted of the core concepts of basic movement for the character, the speed at which the character travels horizontally being based on the view angle or screen rotation of the game. This will be done as a way to design levels using flat tiles and blocks, which are then rotated to provide the illusion of steepness when viewed in game, which can also be adjusted in real-time along with the character’s horizontal speed to also provide an illusion of gradually increasing steepness. This will streamline the development process, instead only requiring flat tiles to be designed rather than varying levels of angled blocks.

I also incorporated the other essential elements for an endless runner type game, such as landing vertically, getting hit by blocks horizontally and therefore losing lives, and dying when getting hit with no remaining lives as well as when touching spikes.

Throughout this stage of development, place holder sprites will also have to be used for testing purposes, and will remain until final sprites have been produced to replace them.



8. Starting to build the concept for the level design


R.H. [head artist on Downhill]– Been brainstorming and trying to discuss ideas for the concept. The group didn’t speak up much about what they wanted the vision to me, as the head artist I needed a concept to work from.

the leader of the group wanted to go with the theme of the concept of the early Sonic The Hedgehog game- Green Hill Zone [the video above]. With the visuals of the background, with the way the level had been set out for the Sonic game level.
The first level needs to be bright and colourful, Inkby lives where there is always the sunshine and mountains; a friendly bright area for the first level of the endless runner game we are producing.
At this stage there are still tons of concepts being thrown around with pixels, I am working on the first level and starting to sketch up and build up the assets.
mountain for blog

Also starting to work on some sort of “world map” for the selection of the levels, the first part of the world map, is Inkby’s home, with the mountains and the rocks and cliffs.
With the pixel art, I am trying to stay away from ‘black outlines’ and going more for a different look with the pixel art for the game.
The idea of the world map came from the game ‘Rayman‘ back on the PS1

please skip to [26:36] to see the world map, and how it works with the game; the mechanics.