Game Concept
KIT109 Assignment 2: DevLog
Working title:
Rocket Wizard
Concept Statement:
Get the best times possible in this fast-paced platformer where instead of focussing on jumping, you launch yourself around the level with fireballs!
Genre: Skill-Based 2D Platformer
Concept creation process/area:
Inspiration came from a couple of different places. Originally, I wanted to create something Celeste-like but with some kind of twist. I looked at some other games and remembered in my past having some fun with Team Fortress 2’s (2007) rocket jumping mechanics and thought it might be fun to bring the two of them together. A 2D platformer with Celeste-style level design (modified to work with the new mechanic). As for the wizard idea, I have always been a fan of wizards and magic in games and I thought this would be a fun way to incorporate a wizard into a platformer game. The main mechanics that you will use are:
• Running
• Rocket Jumping
• Regular Jumping (will be weaker than a regular platformers jump)
The running will feel similar to most other 2D platformers such as Celeste (2018), Hollow Knight (2017) and Spelunky 2 (2020). The ability to control the character in the air will be more like Celeste’s as the character should have some momentum which they can influence a little bit with the controls (unlike Hollow Knight and Spelunky 2 where you can immediately stop in the air and have complete control of your movement). The regular jump will not be your main form of mobility, so it will be a very weak mechanic that may help you in certain situations (for example, jumping off a platform and then shooting said platform to gain a little extra distance). The rocket jumping will be similar to Team Fortress 2’s, however the blast radius of the explosions will be a little larger to make it easier to chain jumps together as it will be a fast-paced game.
The GIF above shows how rocket jumping as a concept works in Team Fortress 2. Rocket Wizard's jumping will launch you in a similar way, but the distance travelled will not be as far, and it will be in a 2D space.
The four images above detail what the rocket jumping will look like in a 2D space. The top two images show the character shooting the ground, causing an explosion at the players feet that launches you into the air, straight up. The bottom two images show how by shooting the ground behind you, you can launch yourself at an angle to cover great distances and get on-top of other platforms/objects.
Intended audience and Competitive analysis:
People who enjoy 2D platformers are obviously the main target audience of this game. But to be more specific, the target audience of this game are people who enjoy timing, accuracy and replaying certain levels in order to get a faster time than their previous record. The story will be very limited and there will not be much in terms of character personalities or interactions, so it will not be for people who wish for that element in a game. There will also not be much of a focus on combat. It is primarily for people who enjoy going fast and being precise with their aim (to shoot the fireballs). Speed-runners and people who enjoy planning out routes and then executing them are some example of types of players who will be able to enjoy this game.
In terms of age, I would say the game isn’t for children such as games like Super Mario and Sonic, but more for teenagers and adults who have had some experience with other 2D platformers in the past. It is not a game recommended for beginners to video games, due to the previously mentioned ability to shoot with precision and good timing. It may be difficult for newer players who haven't covered these concepts to a basic degree to find enjoyment in this game. Players of any gender and ethnicity should be able to find enjoyment playing this game.
Skill based 2D platformers are very common in the gaming industry with some of the previously mentioned games such as Celeste and Hollow Knight, but also other games such as Bennet Foddy’s Getting over It (2017) and Dead Cells (2017). I believe that people who have enjoyed these games in the past may also find enjoyment in Rocket Wizard, as they fulfil a similar role. A unique aspect of the game compared to others of its genre is that the game will only be ~5-10 minutes long, as it is more about getting through the game in a fast time than journeying through the game on a long playthrough. A lot of the games previously mentioned take a long time to complete, however someone with a busy lifestyle could easily pick up the game, play for a few minutes and put it down. It does not require large time commitments in order to play.
Game treatment/Concept art
The game will feature a bright and colourful art style with the levels themselves made up of tiles, and will look similar to early Mario games in terms of its visual design (As shown below). As the screen will not be moving around so much (camera will be similar to how it works in Celeste, focussing on the whole level and not around the player character) there will not be too much need for visual clarity, so you can be immersed in the visuals as well as the gameplay. This type of camera will also allow you to view the entire level at once, allowing you to plan the fastest route you can think of. There will also be sound effects for the fireball explosions, footsteps, and level complete sounds accompanied by background music to add to the fast-paced nature of the game. The game will mostly take place in a forest-like area, like levels from Super Mario World (1990). There will not be any world building, backstory or characters as that is not a focal point of the game that needs to be addressed. A lot of players even get frustrated with features such as cutscenes and dialogue in games where you are trying to go fast, as they interrupt the gameplay.
The above image (Taken from Super Mario World) features a similar background and platform design that I have originally had in mind for Rocket Wizard.
The above image is taken from Celeste, and shows how the camera will not be focused around/following the player, but rather staying at a fixed point in the level. The Player is at the top of the screen, camera is staying stationary keeping the entire "level" in view.
There will be a timer at the top of the screen similar to other games such as Spelunky 2, which shows how long you have been in the current level. When you finish a level, the time you got will be displayed on the screen as well as your best previous time. The level counter will reset and start counting again each level, but a total timer for the entire playthrough will also be going in the background. This is a very commonly used idea in platformer games, particularly in the previously mentioned Spelunky and Sonic games. This will clearly show you your time, giving you a time to improve on in subsequent playthroughs. The main menu will also allow you to look at your best time, and what the time of your last "run" was. This allows you see see what your pace is like in a run and help you decide if you need to work harder and go faster, or if you can afford to play it safe.
The image above is taken from Spelunky 2, and shows the timer discussed previously. The timer is constantly on screen until you finish the level, and resets when you begin the next level.
This screenshot from Spelunky 2 shows the end of level timer, as well as runtime for the current playthrough.
The screenshot above shows (circled in green) the "Best Time" and "Last Game Played Time" and how it may look in Rocket Wizard (without all the extra information).
Difficulty is a large part of the game, and although it is designed to be a hard game, it still needs an appropriate difficulty curve to introduce you to the controls of the game, and allow you to master those controls towards the end of the game. An introductory level would feature no danger to you, meaning there would be no spikes or pits, and would act almost like a playground, allowing you to bounce between walls and get a feel for the game before going into the main levels. As the game progresses more hazards would be introduced alongside more complicated level design, meaning you will have to have a high level of competency with the controls in order to finish the game in its entirety.
The image above details an example of an "easy area", in Celeste this introduces the wind effect to the character, allowing them to experience in a safe zone where they can't fall or die.
This image shows a more advanced level, where there are few safe places for the character to stand on, making sure the player has mastered certain skills before moving on to the next area.
Level design as mentioned earlier will be similar to Celeste, where the camera will focus on one section of a level, and when you reach the end of the section, the screen will transition to different section. when all of the sections are completed, the level will count as complete, where you will see the times mentioned earlier. After this happens, you will be sent into the next level. This is designed so that you have a break between each level, making it so you don't just have to complete the whole game in a single sitting, but also allows you to quit early and restart if you want to try and get a better time, or enable you to continue in order to practice.
References:
Super Mario World screenshot:
Celeste screenshots:
https://store.steampowered.com/app/504230/Celeste/
Spelunky 2 (screenshots were provided by me):
https://store.steampowered.com/app/418530/Spelunky_2/
Team Fortress 2 Rocket jumping GIF:
Rocket Wizard (Assignment 2 & 3)
Status | In development |
Author | Mrmagic1 |
Genre | Platformer |
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Comments
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Overall a great sounding idea, as rocket jumping is of course fun. I understand the urge to make this skill-based, but I would challenge you to ensure some levels remain that are still accessible to players with a lower skill level