Week 1 - Observation
The main idea for my week 1 observation is to take a deeper look into the 2d movement of the background in 2D platformer. Normally 2D platformer background are done as an image and move sideways depending on the direction. By adjusting the speed of scrolling it may create a sense of the object is moving faster. While adding motion blur to the background movement, it can create a more realistic feeling to the scene. Dragging the background longer may also create a sense of speed up however in terms of gaming it is rarely used since it may mislead player’s displacement of the object. If this effect is refined it could create an uncanny experience on 2D platforming movement. 3D or multiple layer 2D background may apply to the above terms too.
Week 2 - Tinker
My approach for week 2 tinkering is to iterate one of my characters for my 2D platformer game. The initial idea was very straight forward, having a character to carry a gun (the shooter). And from that point, designing were mostly thinking on the size of the character or style. However, when I thought through deeply, having a character with a gun is kind of boring. And so I’ve iterate the character and my concept was – what if the character is the gun or the gun is part of him. Then I also eliminated the gun appearance and just having the 6 bullets behind him. Then I’ve came up with another idea – what if the gun is a 3rd character. And so on, the gun can be pretty much anything while the main character can stand and do cool pose while shooting.
Week 3 - Materials and Found Object
For week 3 materials and found object I was really struggled. The idea I have is to gather junk and turn it into and robot (or any sort of robotic featured object). This is to create a boss character for my 2D platformer. At the end I had to gather item digitally since I couldn’t gather actual items of e.g. old TV, microwave, large speaker etc. and combine them into a robotic object. The concept of this is to have a robotic enemy that metaphor into different spec as his needed in the combat (an android, a tank, a plane etc.) by changing parts of itself. While different items have different characteristic, this can bring up a lot of combination and possibility.
Week 4 - Place
In week 4 my idea for place is to create a stage that rotates or shifting gravity. While the stage is rotating and shifts, elements within the stage changes it’s free fall direction, creating a challenge spot for player not only on footings but also on avoiding objects above. Anything consider to safe around the stage can be hazardous once the world rotates. If there’s hazardous liquid (e.g. lava, acid, high dense water etc.), when the stage rotates, it can create waves making it much more intense in action to avoid. Besides action gameplay, it be use for puzzle solving interaction making the gameplay experience more depth than just hack and slash.
Week 5 - Object Oriented Ontology
In week 5, I have created a mood board of cursed sword. The reason to this is one of my playable character for my project welds a katana and the background of the sword is a cursed one. While thinking as the object, many question raise in my head like - What is it to be a cursed sword? Why cursed sword sucks people’s soul? What makes it so attractive and powerful? In the mood board, it shows that different culture shapes the sword differently. There are ones that like traditionally as a katana, while some may be half parasite with bio-organism. If thinking out of the box it could be a soul sucking demon and in order for him to easily get peoples soul he transform into a sword and metaphor through time and place.