Sunday, June 20, 2010

Post Three: Reference Material [Part Two]


Recently an idea came to mind, which was to go against conventions of an RPG game with the walking system in the game I will be creating. Instead of the omniscient perspective overworld view that I've previously mentioned in Post Two, I will make a side-scrolling platformer style movement system instead, effectively merging Super Mario with Pokémon, where when touching an enemy you can't kill it or die from it, but rather enter a battle with it.

Below I will analyse parts of super mario:

Here is the box art for Super Mario Land 2: 6 Golden Coins.
Key features to note with this image are:
- Cartoon graphics
- Platinum "GAME BOY" logo to the left, combined with platinum nintendo seal. This show this game is very popular and has sold over a million copies.
- Age rating says "K-A" or, Kids to adults (all ages)
- Bright, colourful image
- Focus of image is on main character of the game.


Next is the back of the box art, which displays:
- Logo at the top
- Screenshots to the side
- Text Dscription of game in various languages
- Logos of developing companies at base of the case
However, I feel this part of the box art is a terrible example of the game. It's very boring, and very un-proffesinal looking; note the bright solid red background, and the simplicity of it all - looks like a young teen/child made this in ten minutes.


To the right is the games' title screen. It's good because:
- It brings a lot of focus onto the games' logo
- Very stylized, with the cartoony and bold appearance, with the mushrooms at the base, stars behind the logo and the main focus being a simplistic sign
- Says at base of sign "(C) 1992 Nintendo" - this shows 2 main pieces of information some people may be interested in - Who made it, and when.
It also has some bad sides:
- It isn't animated at all, and also has no music with it... this doesn't immediately stimulate the player.
- Nowhere does it say "Press A to continue" or anything of the sort, but rather it assumes the player will know what to do.




 Here's the main thing I am referencing from Mario - the gameplay:
Some key features to mention are:
- The way it's easy to differentiate from the background and foreground
- Easy to make 'collectibles' such as money or bonus items
- Player can actually be hurt from the surroundings, as opposed to just in battles
- Game immerses the player a lot more than senselessly walking long distances with little interactivity
- Allows player to choose how the game is played - You can avoid fighting monsters, if your low on health, or you can run in and fight everything you can/want.





This last screenshot shows exactly what I wanted to display in terms of:
- An enemy is avaliable to battle on the screen, a small jump away
- The enemy can attack you outside of battle, making it worthwhile the players' time to kill it, so it can't bother you any more.
- Player HUD (heads up display) featuring Lives left, Money, Enemies killed and Time remaining. I shouldn't need lives or time, but this will be modified when I make it.
- Again, evident difference from the background and the foreground - it's more than obvious what you can walk on.

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