Center for Games & Playable Media
- Author(s): Wang, Roy
- et al.
When I was young in elementary school and middle school, I did not have an iPhone or Android phone to play some well-developed games. I can only play games on Nokia phones ported over from IOS or Android. Also, I did have an FC to play some old pixel games. Among all of those games, I spend most of my time on Doodle Jump and Super Mario, which is the thesis of my graphical game. With an extended game time, I could reach the score which most people were not able to get. Therefore, in my game, I intended to make it more complicated than the original Doodle Jump with monsters from Super Mario. Since it is the first graphic game I developed, I tried to make it an advanced version of Doodle Jump. In this case, This game still based on low-pixel icons and graphs. However, I added some monsters to make it more difficult. Like the original version of Doodle Jump, I have three types of jumping pads: the black one which you can jump on it for countless times, green one which will disappear one second after you jump on it, and the red one which will move left and right on the screen. Also, I tried to apply the monster in Mario to my game: the turtle with thorn on its back. If the player collides with the turtle when he or she is falling, the game will end. However, the player can shoot the bullet horizontally to eliminate the monster and thus jump on the pads safely. In class, we discussed the concepts, including falling. I think falling is the central concept I applied in this game because it is one of the failure conditions. Since I have previous programming experience until CMPS 101, I decided to let my character jump to negative Y-axis. As the screen scrolls, it will spawn more pads for the player to jump. Likewise, the pads below the screen will be destroyed. Therefore, once the player falls below the screen, he or she will fail the game. Comparing to the original Doodle Jump which I played before, I added bullets and monsters to it. The Doodle Jump which I played years ago was the oldest one. It had only three kinds of jumping pads and springs only. So I decided to add more things to it. I have not found out that there were lots of version of Doodle Jump in recent years until I was developing the beta version of this game. Some of them had skyrockets; some of them allowed you to kill the monsters above by shooting bullets to them vertically. Those game are not my goals since I have never played them. I only built my own jumping game on the oldest Doodle Jump. My design of Doodle Jump was to make it painful. In the past four months, I was deeply addicted to an ultimately hard game called Sekiro. It was a game which required the player to concentrate on the attacking movements of monsters. Moreover, for different monsters, their attacking actions were totally different, which means the players have to spend time to get familiar with monsters movements. I spent twenty-six hours on my first clearance, and now I just finished the eighth clearance with the most challenging mode. Therefore, I tried to make my jumping game hard to play: although it will not be as challenging as Sekiro, the players might fail if they did not pay attention to my game. The normal Doodle Jump has lots of pads for the players to jump. In this case, failing is much more complicated than jumping upwards. On the IOS version, the players control the character in the game by slanting their phones. If you tilt your phone to make the screen perpendicular to the ground, the speed of the character will reach its maximum. I tried to play Doodle Jump on my phone in this way and did not fail for five minutes. As a result, such a thing will never happen in my game. After playtesting, the results showed that my design of difficulty was too harsh to play. The jump strength and the distance between two pads will make the player feel very tight. Therefore, I just decreased such length to make it feel better. The alpha version of my game was a rough outline only. So I believe that the beta version will be much more fun since it has more components. There are still some bugs I cannot solve. As for the red moving pads, if there are multiple red pads on the screen, whichever reaches the left or right side of the screen will cause all of them to move to their opposite direction. Additionally, I disabled the collision of the character when it is jumping and re-enable it when the character is falling. If the character reaches its maximum height of a jump but cannot jump to another pad, it will be stuck a little bit. Those are two known bugs but not fatal to the entire game.