Updated: Oct 21, 2019
This article is from Gcores.com
Hi guys! I'm a member of Mofish which is one of the participants of BOOOM! Our game is called the Two Dimensions.
It is a geometry puzzle game. Player can switch between two 2d dimensions using visual differences to solve the puzzle.
For this event, my friend Jcat is in charge of planing, I'm in charge of everything else.
After reading the briefing article of the BOOOM! I draged my friend Jcat into this event immediately. Jcat was very busy for school, but he answered right away. Thanks, bro!
Then I joined the group chat, met lots of real developers, like Guo Daxing. I was truely excited, guys were so real, very friendly.
After spending some time on researching, I decided to use Love2D, learn from using. Some bro frm the group chat helped me changing the language to Chinese, then I spent some time on text alignment. It saved me a lot of trouble 'cause the built-in text aligment of Love2D is kind of mysterious.
From bubur to ah....
Now, let's begin.
The theme was SHIFT, we understood it as "switch from different status". At the begining I wanted to do a switch from black/white visual effects, making a depression angle shooting game. But I thought it was not quite creative.
Then we had a two day discussion, abandoned some cases. Finally, Jcat said we should make a swich between depression angle and horizontal version. He gave a good metaphor: a black hole on the plane, after switch it becomes a cliff.
It became crystal clear after that. Let's do it!
Because the original idea was a shooting game, so we had to discuss battle design for a couple of days. We actually thought about many things, like some kind of enemy, it attacks differently in two worlds, as well as boss battle.
Then, the problem was how to present. Because it was a 2D engine, we did not expect it to be like Fez. The final plan was to devide the screen, depression angle above, horizontal version below.
Me and Jcat drawed our own concept drawings. Mine was inspired by the back of D.E.O.T., Jcat's was from Katana ZERO.
And the title was decided, Two Dimensions, meas player can switch between two dimensions, and also means player can only act 2D.
In short, we've spent a whole week to decide the dev direction, then we went to real dev.
Idea is strong, reality is not. Cost down, fellows
Muse knocked the door one evening, I used some rookie codes achieved fake 3D effect.
Mean while, some bros in the group chat was on real 3D......
It looks amazing, but it's actually drawing two ellipses and cover the one below, then add two lines. Cube is even more simple, it's just two rectangles stretching.
I showed it to Jcat, felt well, so we abandoned deviding screen plan. It was lucky that we could achieve this, bucause if we had to use deviding screen plan, some levels that use visual illusion can be very diffcult to understand.
Then, we were making levels in codes, typing coordinates...... until some dudes asked questions in the group chat, we found that was very low efficiency.
Then was depression angle. Because I made some platform jumping games, so this time I was too confident that abandoned the built-in physics of Love2D. And this was the most regretful decision...... Subjuects in the game I called them "shape", so most of time I was adding a shape, a pile of bugs jumped out, debug...... in that order.
Go back to design. Fez and Momument Valley have a lot of designs to learn from (like dimension switching, it had no linear acceleration at begining, after added it, control feelings got much better). But the most inspiring one, is this podcast : https://www.gcores.com/radios/102931 (Mandarin）
Every time I've got dried out of ideas, I listen to this podcast.