Monthly Archives: September 2014
So this is what I’ve been working on since the release of Entrapment. It’s an idea that I’ve had for a little while now and something totally different from my previous releases. For starters it’s not an adventure game, it’s a physics puzzle game. Secondly it’s not being made with Adventure Game Studio, it’s being made with Game Maker: Studio.
Why I’m making it
At one of my previous jobs I used to work in sales and I hated every minute of it. Every day was the same mixture of repetitive, monotonous phone calls and tedious boring paper work. My only solace was an hour-long dinner break that I had, in which I would sit and play games on my iPhone.
The type of games that I like to play on iPhone or any touch screen device are games that I think suit touch screen the best: Puzzle Games. I’m not saying that a Platformer, RPG or Action game can’t be done well on a touch screen (there are many games), I’m saying that these types of games aren’t best-suited for a touch screen platform. If someone were to say to me, you can play Sonic using a game pad or a touch screen, I would opt for a game pad every time. The genre that I feel suits a touch screen really well are puzzle games. I think Adventure Games do pretty well on that type of device, but I would still rather play it with a mouse. Also tower defence is pretty good on there. Anyway…
So on my lunch times I would sit and play games such as Where’s My Water and Cut the Rope and it was around this time that I started thinking of a game design that would work really well on a touch device and this led me to start thinking about Gravity Box.
What it’s about
Gravity Box is a game where the only thing the player can do is to change the direction in which gravity is pulling. For example, if the player swipes upwards on the touch screen, then all of the physics enable objects in the level will be pulled upwards. If the player swipes to the right, then gravity will pull all of the objects to the right.
This is the only thing that the player is able to do to affect what is going on in the level, much like how in the early stages of Where’s My Water, the player can only move away dirt. That’s it. The aim of each level is to alter the gravity in order to guide a box through the level to the exit, but it won’t always be simple.
Here are some important things about the game:
Focus on Level Design
The key focus of the design behind gravity box is going to be making sure that each level is unique, fun, challenging and engaging.
Lots of Levels
The current goal is 100 with around 20 already designed. I’ll perhaps maybe add even more into the game if I come up with additional mechanics that warrant more levels.
Although Gravity Box isn’t an adventure game and is essentially just about flining a box around various rooms, I’ve still managed to come up with an idea for a story. I don’t want to give too much away just yet, but some things that inspired the story are the movie Event Horizon and the adventure game 7 Days a Skeptic.
Quick level restart
I’m currently working on a prototype for the game. If the player dies, the level resents itself straight away in a similar way to Super Meat Boy or Flappy Bird. I think that this is a key thing to take forward with the design.
Puzzle Mechanics & Progression
With early testing I can already see that the game is currently WAY TOO HARD! One thing I want to do well with Gravity Box is to ensure that new puzzles mechanics are introduced in a way that the player can easily understand them before progressing them onto levels where the same mechanic is used in a more difficult way.
Its current state
I recently finished a build which has 20 levels in it. This is a prototype version, but it has many of the core puzzle elements which I want to include in the final game. Next thing I want to look at is maybe the art style. I’ve already got a few ideas around this and want to try them out before committing to one. I’d also like to implement some form of Interface.
Why I’m talking about it now
Tom Francis is the developer behind Gunpoint and who is now working on Heat Signature. As soon as he started developing Gunpoint, he started to talk about it and this helped him with promotion, feedback and keeping motivated. I’m hoping that writing about it will do the same for Gravity Box and I hope to release GIFs, Videos and developer diaries along the way. So if you’re interested, make sure your following Scared Square Games in some way. You can do this using one of the methods shown underneath the ‘Get Social’ heading near the top of the site.
Want to help?
I’m looking for people to play the aforementioned prototype and offer some feedback. The game is currently Windows only, but if you’re interested then get in touch!