Monthly Archives: November 2009

Cherry Chase – ver. 07

I’ve decided that to shift gears a bit and pick a temporary song that will at least help me demonstrate what I have in mind. I ended up picking an altered version of Ai Otsuka’s “Sakurabon”.

And with that, I scratched up some character designs and a storyboard for the narrative context.

Character Designs
CherriCharDesign_v00

The girl on top is Cherri. She looks like a sweet girl for the majority of the time, but can get scary when ticked.
The guy below is Chuck. To some his character up, he is a childish comic relief who enjoys annoying Cherri.

CherryChase_SB
So the narrative of the story basically surrounds the chase between Cherri and Chuck. Very bare narrative, but has a lot of potential to play around with.

Gameplay
StageSetup_A
The game appears to be like Vib Ribbon, where the player has to avoid obstacles, which are arranged based on the background music. The call-and-response mechanism in the basketball drill stage still applies; while Chuck jumps in a certain pattern to avoid obstacles, Cherri has to repeat the jump pattern in order to avoid the same obstacles.

The Game

It’s a really ditry prototype where the character animations are yet done.
Press [Space] to start the game and jump.
[swfobj src=”http://a.parsons.edu/~wui669/DivineBeats/wp-content/uploads/2009/11/CherryChase.swf” align=”center”]

I actually have an alternative idea where the player plays as Chuck instead of Cherri.
StageSetup_B

Basketball Drill – ver. 1

We did a playtest session last Wendesday, and here are the 3 different prototypes I presented then.

You might want to turn on the volume to hear the sound effects.

Prototype 1
[swfobj src=”http://a.parsons.edu/~wui669/DivineBeats/wp-content/uploads/2009/11/basketBallDrill_00.swf” alt=”Basket Ball Drill – played with keyboard” align=”center”]

Prototype 2
Same as Prototype 1, with variation on the rhythm.
[swfobj src=”http://a.parsons.edu/~wui669/DivineBeats/wp-content/uploads/2009/11/basketBallDrill_diffScore.swf” align=”center”]

Prototype 3
Played with mouse instead of keyboard
[swfobj src=”http://a.parsons.edu/~wui669/DivineBeats/wp-content/uploads/2009/11/basketBallDrill_mouse.swf” align=”center”]

I tested these with 4 people during the playtest session, and 2 more outside of school.

Summing up of feedback I’ve got:

  • A tutorial mode – or simply clearer instructions – will help a lot, as many testers at first didn’t grasp the input action and the goal of the game.
  • While the sound and character animation are in-sync, the sound is lagging in relations with the key/mouse input. The delay appears to be worse with the mouse.
  • The two characters are too similar and needs distinction.
  • Some players rely on the audio to play, while others rely on the metronome graphics.
  • Most players prefer the keyboard over the mouse.

The lagging between the input and the audio will obviously be an ongoing techical issue I have to deal with. Also, I might need to consider

Divine Beats – Stage 1

Of the first stage of Divine Beats, where you play the drummer who’s to drive away the boar.

Instructions:
Press [H] to hit the drum. The gauge on the right will determine if you are pushing the beast away or withdrawing from it.

[swfobj src=”http://a.parsons.edu/~wui669/DivineBeats/wp-content/uploads/2009/11/DB_Stage_01_keyOnly.swf” align=”center”]

This is actually a strip-down version for the web. The original version is played with a drum controller with a microphone embedded.
[vimeo]http://vimeo.com/4612931[/vimeo]