Game Development Reference
In-Depth Information
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Evil forces populate the game world, moving horizontally. When our
protagonist hits one of them, he dies and the game is over.
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When our protagonist falls below the bottom edge of the screen, the game
is over.
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At the top of the level is some sort of goal. When the protagonist hits that
goal, a new level begins.
While the list is longer than the one we created for Mr. Nom, it doesn't seem a lot more complex.
Figure 9-1 shows an initial mock-up of the core principles. This time we went straight to
Paint.NET for creating the mock-up. Let's come up with a backstory.
Figure 9-1. Our initial game mechanics mock-up, showing the protagonist, platforms, a spring, a coin, an evil force, and a
goal at the top of the level
Developing a Backstory and Choosing an Art Style
We are going to be totally creative here and develop the following unique story for our game.
Bob, our protagonist, suffers from chronic jumperitis. He is doomed to jump every time he
touches the ground. Even worse, his beloved princess, who shall remain nameless, was
kidnapped by an evil army of flying killer squirrels and placed in a castle in the sky. Bob's
condition proves beneficial after all, and he begins the hunt for his loved one, battling the evil
squirrel forces.
 
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