Development Log
Overview:
The game "The Ninja Way" is a 2D platformer where the player needs to traverse harsh landscapes, battle unrelenting enemies, and defeat evil bosses. The levels only get more difficult as the ninja progresses, starting with the tutorial and ending with a final boss fight.
This version is a continuation off of the original, pc-based game found here (https://paul0718.itch.io/the-ninja-way). The goal of this version was to retouch, debug, and add to the original to create a more polished model. New sprites were added in the form of new block types, enemies, and bosses. This version is also based on android with interactive ui to allow for seamless gameplay.
The main focus of the game is to help the ninja travel around the land in order to reach the temple and defeat the evil that has been lurking there. The ninja must be careful, however, as falling off of platforms, getting caught in traps, and being struck by enemies will cause harm, and possibly even death. The player will die if their health reaches zero. They will only lose health when attacked or hurt by traps. Falling into water, lava, mud, or the like will simply reset them to the start of the level.
Some levels allow for the player to pick a path to travel on, all having varying amounts of traps, enemies, and parkour hurdles, while other levels are linear either horizontally, vertically, or both. There is also a working menu system to allow players the option to replay previous levels.
Link to presentation: https://docs.google.com/presentation/d/1rlxMxP-y7dlpdeOH543emG91z_gzwswsPSqYGMrK...
Summary of play tests:
Playtest Results Week 1:
- A mock android app was created to test out movement controls. It was buggy and hard to use, so we had to go back in and edit later.
- Slide to move was added.
- Tap to jump was used.
Playtest Results Week 2:
- Betas were created in which the old pc game was switched over to android.
- A joystick, jump button, and attack button were added.
- The game was still full of it’s original bugs, which needed to be fixed.
- It was still difficult to move around due to button placement.
Playtest Results Week 3:
- Sketches were made to diversify the landscape and level designs.
- Sketches for the sprite blocks and enemies were created.
- A potential problem we identified was being able to create enough backdrops, sprites, and enemies to populate the levels.
- Final level labels were added as follows (0, 1-1, 1-2, 2-1, 2-2, 3, 4-1, 4-2, 5-1, 5-2, 6)
- *Note that this week was a planning week that consisted of sketching, discussion, and idea generating. No playtesting was completed during this week.
Playtest Results Week 4:
- First half of levels up to the mini boss on level 3 were added.
- Some sprites added, not all. The levels are still mostly barren aside from basic parkour.
- Player no longer gets stuck in walls.
- Player no longer gets stuck in floors.
- Slimes are not as deadly.
- Movement is a lot smoother and buttons are working as they should.
- Decided to give the players the warp command after the mini boss fight.
- Testing went as expected, although there needs to be different platforms or block types because it’s too stagnant.
Playtest Results Week 5:
- Second half of levels up to the final boss on level 6 were added.
- Moving, dynamic backgrounds were added.
- New scripts added for falling/sinking platforms, moving platforms, and other blocks.
- Player no longer dies on impact with a spike.
- The game is overall much easier in terms of the parkour, running, and fighting.
- Player lives longer than in the original and has smoother movements.
- Text boxes were useful in understanding the mechanics of the game that were originally confusing.
Some sprites used:
Ninja
Enemy
Blocks
Liquid
Icons
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