Project B, Part 5: Thesis Abstract
Project C, Part 2: Concept Visualization
Many video game designers today employ an architected design philosophy focused on realizing a preconceived vision. This approach frequently births conflicts between game play and story. In the past few years a small number of video game designers have utilized a design philosophy that centers around thorough exploration of a central theme. This “exploration” design philosophy is only beginning to gain traction, mostly among indie game developers, but it has produced some very conceptually cohesive games such as Braid and Portal. This thesis explores the techniques and decisions involved in video game development using exploration as a design philosophy. The goal is to utilize a framework for exploration and decision making to create a game that is indeed conceptually cohesive.
I was talking to one of my good friends Matt Bugbee the other day and explaining that I am working on this game. I told him I was working on the game engine and working with Chris Griffith’s setup. He suggested that I look into a few of the Flash game engines that already exist. So I’ve started doing research and I’m moderately impressed with what I’ve found. Because my thesis is not centered around the technical aspects of game development (code, art, etc), I think a preexisting game engine could be a good idea. I’ve listed some of the engines below:
Citrus Engine looks to be the most simple to implement and my best bet, but I’m going to have to try it and see. Push Button Engine has not updated this site in a while and I’m a little nervous they’ve stagnated.
Especially at this point in development, I need to use a tool that will allow me to nail down concepts, game play, and the rest. If I had to go back and reprogram the whole thing after I have all the mechanics figured out I could, and it would be much easier.
This is the first version of the game engine where I have combined the level loading, player movement and hit detection. You can play it using the link below. Obviously this is a test. My game has nothing to do with pac-man, but it’s fun to use known icons in tests (more fun than just plain boxes) and most people can instantly recognize who the player is and who’s an enemy. I’m pretty excited – I’d been waffling between building my own system and using Chris Griffith’s. At this point I’ve built most of the basic functionality into mine and I feel comfortable moving forward with my own system.
This art direction is absolutely subject to change, but I wanted to put some visual with the project to help people understand the general direction the game might go. All my other tests have involved colored boxes and game mechanics, this is the first with some sort of sketch or visual.