KNau
07-19-2003, 01:54 PM
Hi,
I've been attempting to create a game that merges a very simple puzzle design with arcade style controls and gameplay. So far the project has been successful from a development standpoint (it works) but I'm not sure about the design. I stuck a little *too* close to my design goal and I have a game that has newer graphics but gameplay circa 1980 :)
The game is called "Scrambled Knights" and it is simply a memory / match game where you uncover identical pairs of images to clear the board as quickly as possible. The arcade element is that you are controlling a character who is being chased by baddies while uncovering those images. There is a screenshot from the early alpha attached to this post.
It's my understanding that most of the Popcap style puzzle games have no true "end point"- that Bookworm and Monster House continue forever in increasing difficulty until the player ultimately loses. There is no "end" to be reached in the game, just the desire to beat your last high score. Classic arcade games, too, rarely had endings - as I recall Pac Man goes on and on until the machine completely crashes at level 99 - and that is how Scrambled Knights has been designed.
As it stands, the player continues clearing boards and advancing in levels until they die. In level 1 you need to clear 1 board (12 matches), in level 2 you need to clear 2 boards, etc., etc. When a board is cleared another one drops into place until the specified number of matches have been made. Enemies get faster and spawn more often as levels progress.
I guess the question I'm posing is "Did I do this right?". I don't usually play puzzle games but from what I've seen they work in this manner. It still seems...shallow? I find it difficult not to provide a concrete end point to the game. At the same time any end point caps the replay value, which would otherwise be unlimited.
If anyone has advice on puzzle game design I'd love to hear it. I want to give the player some value for their investment and I want the game to be something they play more than once. At the same time my target release date is August 1st so I can't do a complete redesign / recode of the whole game in order to accomplish this.
Incidentally the demo/full version differences at the moment are:
1) unlimited levels (demo capped at 3 I think)
2) users can insert their own images for the puzzle.
3) high score table
Sorry for the long post. Any input would be greatly appreciated - I should have the beta ready for download and testing in the next couple of days for those who are curious.
Thanks!
I've been attempting to create a game that merges a very simple puzzle design with arcade style controls and gameplay. So far the project has been successful from a development standpoint (it works) but I'm not sure about the design. I stuck a little *too* close to my design goal and I have a game that has newer graphics but gameplay circa 1980 :)
The game is called "Scrambled Knights" and it is simply a memory / match game where you uncover identical pairs of images to clear the board as quickly as possible. The arcade element is that you are controlling a character who is being chased by baddies while uncovering those images. There is a screenshot from the early alpha attached to this post.
It's my understanding that most of the Popcap style puzzle games have no true "end point"- that Bookworm and Monster House continue forever in increasing difficulty until the player ultimately loses. There is no "end" to be reached in the game, just the desire to beat your last high score. Classic arcade games, too, rarely had endings - as I recall Pac Man goes on and on until the machine completely crashes at level 99 - and that is how Scrambled Knights has been designed.
As it stands, the player continues clearing boards and advancing in levels until they die. In level 1 you need to clear 1 board (12 matches), in level 2 you need to clear 2 boards, etc., etc. When a board is cleared another one drops into place until the specified number of matches have been made. Enemies get faster and spawn more often as levels progress.
I guess the question I'm posing is "Did I do this right?". I don't usually play puzzle games but from what I've seen they work in this manner. It still seems...shallow? I find it difficult not to provide a concrete end point to the game. At the same time any end point caps the replay value, which would otherwise be unlimited.
If anyone has advice on puzzle game design I'd love to hear it. I want to give the player some value for their investment and I want the game to be something they play more than once. At the same time my target release date is August 1st so I can't do a complete redesign / recode of the whole game in order to accomplish this.
Incidentally the demo/full version differences at the moment are:
1) unlimited levels (demo capped at 3 I think)
2) users can insert their own images for the puzzle.
3) high score table
Sorry for the long post. Any input would be greatly appreciated - I should have the beta ready for download and testing in the next couple of days for those who are curious.
Thanks!