I have been working on a prototype for a new Flash game, codenamed “Word Attack”. The finished game will eventually be submitted to Word Play- A Flash Game Contest, that is being hosted by Dictionary.com and Mochi Media. Check out the prototype below…
Note: There is no gameplay mechanic revolving around the blocks turning red after they stop moving, this is just something that the Box2D API does to let the developer know that objects are “sleeping” (not being simulated anymore).
As you can see, the player’s goal is to clear every level by creating words with the letters provided (for the prototype I created nine levels). One thing that is worth pointing out is that the player has the choice of completing a level in whatever fashion the player chooses, as long as the player clears out all the letters in the level by typing in valid words. For example, in level seven the letters falling down consist of “c”, “o”, “m”, “p”, “u”, “t”, “e”, and “r”. So the player can complete the level by either typing in “computer”, or by typing in “mop” and then typing in “cuter”.
I plan to expand more on the gameplay by working with a game designer, since it feels like it needs a bit more “fun” in order for it to not just be Scrabble with physics. This is also the first time I have used the Box2D API to develop a Flash game, and I must say, it’s turning out quite well so far .
Feel free to comment on the game, I’m also open to suggestions on gameplay or anything in general related to the game.
Ian Schreiber’s (http://gamedesignconcepts.wordpress.com/) summer game design course (*cough* free *cough*) just started this past Monday. For each lesson (which he refers to as a level) he will make a post on his blog and assign homeplay (homework) to be completed before the next lesson. For the first lesson he went over as to what exactly is a game, and what it takes to make a basic game. Though none of the assignments stated to create a game, he did provide a small exercise half way through the lesson entitled “15 Minute Board Game Challenge”.
The basic premise of the exercise was to design a board game in which you are either “running towards something or running away from something” in 15 minutes. I chose to create my game in the “running towards” category, though I’m sure it could be easily changed to be a “running away from” game, and this is what I came up with.
Title: Ice Mountain
Goal: Be the first to climb to the top of the icy mountain.
Player representation: Mountain climbers
Number of players: 2 to 4
Game bits: Board, 6-sided die, mountain climber tokens
Rules: All players start by being positioned on the starting square (S). All players will roll a 6-sided die once to determine turn order, with the highest roll being first, second highest second, and so on. After order is determine, players take turns rolling a 6-sided die and moving that many squares forward. The game is over when one player lands exactly on the final square (F).
Get out of my way! (Getting knocked down by other players): If a player’s turn ends by landing on the same square as another opposing player(s) , have the player whose turn just ended roll again and move the opposing player(s) that many squares back.
You went too far! (Falling off the top of the mountain): As stated in the rules, a player must land exactly on the final square (F) in order to win. If a player rolls the die and goes past the final square (F), have the player go back the number of squares he went over, using the final square (F) as the starting position.
Avalanche! (Being in the wrong place at the wrong time): When ever there are three consecutive rolls of the die with the same result (e.g. player one rolls 5, then player two rolls 5, then player three rolls 5) an avalanche occurs. If the number that is rolled consecutively is 1, 2, or 3 the avalanche will happen on the left side of the mountain, if the number is 4,5, or 6 the avalanche will happen on the right side of the mountain. If a player is on the side of the mountain were the avalanche occurred, that player must move SOUTH exactly one square. If there is no square south of the player’s location, the player is moved to the starting square (S).
That’s it! It felt pretty good sitting down and designing a game withouth having to think about how it was going to be programmed . Looking forward to level 2 on Thursday!