Mommy's Best Games, Inc. is an independent game developer founded in 2007. This is a view behind the scenes of our game development and marketing!

Nathan
Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Thursday, November 14, 2024

How I Fixed the Camera in My 2D Platformer

 I've been working on ChainStaff since 2019! 

And while I finished Bumpy Grumpy and a few contract jobs in between, it's been a lot of good iteration and learning along the way to make a better platformer. 

One of the most important parts of a platformer for me is a good camera! And for me a good camera is one that you don't even notice. Check out my recent video here about how the camera works in ChainStaff


If you'd rather read than watch, then please read on!

Vistas

There a several special things I'm trying to do with the camera in ChainStaff. One of them is to create exciting fights and beautiful moments. 

Each level opens with a gorgeous vista of the new level. 

Level 4: Moss Islands

You get to soak it all in, the alien world, blowing leaves, lighting, nasty clouds, and creepy tongues swaying in the wind. Then when the player starts moving the camera picks up and starts following you. 

Another special camera I use is to have a vista combined with a big fight. The opening of level 2, the Dragon's Bridge has you launch straight into an epic battle with the Jet Dragon on a thin rock bridge. As you get closer to the dragon, the camera zooms into the action. If you run away, the camera backs up to capture you and the dragon in view. I like this a lot, but it's a bit unusual for 2D action games to pull back quite this far. I carefully designed several fights in the game to take advantage of these huge views, while still remaining fun and fair. 

The Dragon's Bridge: Look how tiny you are!

Less Is More

For most of the action of the game, the direction I give the camera is "only move if necessary". 


Basically I follow the Miyamoto method developed as far back as Super Mario World

There's some great videos on how he designed the camera there. I use similar direction in ChainStaff. If you are jumping up, the camera only moves up with you, if you actually jump up to a new platform. If you are simply hopping up and down, I don't follow the player up and down. If you make the game like that, the camera is really spazzy and it's hard to see what platforms or enemies you're going to land on! It's much better to keep it still unless you land on new ground. 

Swing Town

One tricky area for ChainStaff is making something that works with the wildly swinging grappling hook. 

You are attached to a grappling hook, and swinging left and right fast. If I simply follow the player, it's very hard to play.

The direction I use instead for the camera is to follow the attached point of the grappling hook. This works because its in between of where the player wants to be. The player can swing left/right fast, and its easy to focus on the action. As soon as they let go, the camera smoothly transitions to then following the player again. 

These are the three main areas and methods I use to make for a smooth camera experience for the platforming and shooting action in ChainStaff. Check out the video for more details, but also check and see how Miyamoto did it for Super Mario World. As usual, he's a master!

Thanks for reading and please wishlist ChainStaff, thank you!.


Tuesday, March 20, 2018

Level Design Talk: GDC 2018

Hi, welcome to a special edition of the MBG blog. During the Game Developer's Conference this year, I've had one of my talk proposals selected for the show! This is very exciting.
The talk is called "Set This Game in Order".
It provides lots of details on how methods and tools for organizing games with lots of levels and mechanics.
Games like Super Mario Galaxy, Ape Escape, Candy Crush Saga, or even Pig Eat Ball!

Here are some of the concepts I covered in the talk, along with lots of details referenced.

The Problem

Lots of levels and lots of mechanics! How to organize them all?

Difficulty Balancing:

good difficulty across lots of levels.

Mechanics Introductions:

Managing when ideas are introduced in a hours-long game.

Mechanics Changes:

Manage a giant list of levels and be able to shift them around based on enemy or gameplay changes.

If the code changes, or a bug is fixed, how do we know what levels to test?

 

Before all that, let's cover some fundamentals...

Level Design "Mind-sets"

These are different ways to approach level design. (This is not an exhaustive list.)
  • Environmental Story-telling: Bioshock, Hyper Light Drifter, etc.
  • Set Pieces: Call of Duty series
  • Transcendant: Bullet hell shmups, Rez, Thumper, Wipeout Fusion 'zone' mode
  • Mechanics-Driven: Super Mario Galaxy, Marble Saga: Kororinpa, Ape Escape 2, and our own Pig Eat Ball!

 Difficulty Curves

Most games have a "difficulty curve" which is a plot of how hard the game is based on how far you are into the game. A traditional curve has it going steadily up. The further you are into the game, the harder the game gets.
I propose my own "Heart-beat curve".

A curve that does not go up much, but is based on introducing new mechanics frequently. The mechanic is introduced, then twisted, then the player is challenged a with a boss! The game gets tougher! Then the game gets much easier as the next level is an introduction for a new mechanic. This method lends itself well to "mechanics-driven" designs.

There was also a talk on the game Jelly Splash that is free on the GDC Vault. They used a different difficulty curve.
You can find it here:
http://www.gdcvault.com/play/1020001/Jelly-Splash-Puzzling-Your-Way


How to Organize Your Levels: Solutions

Paper


Write down level names, mechanics, layouts on paper.

Easy to rearrange.
Cheap, accessible.
Quick to change.
See
spatial layout that mimics game layout.

No computer search-ability.
No
easy back-up method.
Hard
to share.
While working on his game Semispheres, designer Radu Muresan printed his level screenshots on cards, and reorganized more easily.
Level screenscaps printed on cards to more easily shuffle the difficulty curve.

Inkscape 

Radu also used Inkscape.
It's free and he said it was pretty good.

Windows Search

A Windows Folder search done on an object in the level data, after I set Windows to index the folder.

I tried this on Pig Eat Ball. You must index your folder to search your level files based on keywords for objects in your level files. It can be slow to rebuild.

Google Docs

If you're not using a Doc of Spreadsheet to organize your levels, you should be! They are easy to share, and great to get a quick glance of your game. The bad part is you have to update them manually.
Levels from Pig Eat Ball organized by world.
Another team using it is Rare Sloth. Austin Borden used on their King Rabbit game.

Custom Analytics

You should already know about Unity Analytics and seeing a "funnel" representation of your playthroughs. But designer Stu Denman, while working on Tiny Bubbles, does a custom analytics plot. He stores Quits on levels and Tries until they beat it. He uses this to know if a level is too hard or easy.
Stu Denman's custom analytics plot for Tiny Bubbles

Device Shared-Folder Editing

Tim FitzRandolph for the Where's My Water series used a method to let his designers change things on the fly more easily. Designers worked on iPads to playtest, but the devices were setup to pull data from a shared Dropbox folder.
"The levels themselves were made in-game with a special build of the game that had a level editor. It was entirely custom, with tools for placing the objects in the levels, and quickly toggling between editing and playing in order to easily test the levels. We had a special build that could pull files from Dropbox (instead of the files baked into the app), so that a designer could also change aspects of the level not exposed in the editor (such as the PNG image, or brand new level data features that existed in the XML but not in the editor GUI), by changing them on their computer, saving the files to dropbox, and then refreshing the level on device and seeing those changes."

Level Object Look-Up

Search for objects in your levels in Pig Eat Ball.

For Pig Eat Ball, John Meister worked with me to create a level design look-up tool. It's in-game and 
was built by using object-counts stored from levels, as they were played. The result is an easy to use tool that let's us inspect and filter levels based on objects-included, world-type, goal-type and more.


Google Docs Export


John Meister of Super Soul also worked with me to create a method to export level data directly to google spreadsheets, for easier to use forms. This lets anyone on the team quickly see all sorts of information about the game and levels without playing hours into the game. And it's all up to date, and not prone to error like regular human-entered info.


Grid Arrange Tool


Level re-arranging software for Escape Goat 2

For Escape Goat 2, designer Ian Stocker made a simple but useful tool to rearrange his level. His overworld allowed players to move on a grid and play levels. He made an editing tool that allowed him to drag and drop levels. He could balance the game much more easily this way.

Level Library

Level Library tool used for Candy Crush Saga

Jeremy Kang worked on the Candy Crush Saga game. His team uses Google Docs and also a 
simple, internal software to track levels, but also rearrange them to balance their difficulty curve. Designers there can also rate each others levels to help anticipate level difficulty. 
Kang gave a talk free on the GDC Vault too: 

Level Design Saga: Creating Levels for Casual Games


Game-Design Thinking Tools

Designer Katharine Niel gave a talk devoted entirely too all sorts of software for just thinking about design (not about creation tools, about design tools). 

For When Spreadsheets and Flowcharts Aren't Enough”





 Does My Game Need This?

Can you count your gameplay mechanics and levels on two hands? If you can, you're probably fine. If you *can't* and you have multiple people working remotely on your game, consider some simple things to keep track of things better! Google Docs, Trello, Inkscape and all free and easy to use now. 
Custom software may help you too, even for a small team. 

Remember

“Better Tools
 Can Help You Make Better Games”


Wednesday, January 31, 2018

Multi-Use Mechanics: Soda Pop

We've spent the last two months polishing up world 4. World 4 is called "Kitchen Chaos" and I'll try not to spoil too much, but I'd like to share some of the development with you.

In the kitchen world, there are lots of different "ball types". Many different things to eat with different effects--more so than any other world in the game. One of those things to eat is the "soda can". You can't carry it, you simply eat it (or I guess drink it!) Once you do, you grow quickly in size as though you've just eaten 5 balls. This is a big deal! It grows your body up to the size that will cause you go get stuck in areas that are 1-block wide. So if you eat one of these in a small corridor, you'll get stuck. 
There's some yummy soda pop to the left!
Now that you've drunk a soda pop, how do you get unstuck? Well the same as usual, except instead of barfing, you burp out bubbles. As you burp, you'll shrink back down to size. This is additive, and the burps are always "on top". If you have 7 balls inside you, and drink a soda pop, you'll grow up to the 12 size. (7 balls + 5 burps). You still only have 7 balls, but you now have 5 burps in you. To shrink back down to your 7 balls size, you simply burp 5 times.  But try to burp again, once too many, and you'll actually barf out one of the 7 balls. If you don't press a button to burp, you will "auto-burp" back down to size after a time.
Oh no! You've ballooned in size! Time to burp back down.
For a long time we only used this as a penalty or trap for the player. We'd put it in spots to cause you to get stuck, or to grow so big you'd have problems getting away from spike balls. But we came up with a benefit to the soda pop!
In the lower right are some green super crates.
They are dark since they are "off" and you are too small to break them.
Because the soda pop grows you artificially fatter, it means you can break super-crates! Super-crates are breakable crates, but you must have at least 5 balls to break them. And the past month we've spent time combing over various nooks and crannies in world 4 levels and hiding some secrets here and there. Imagine powerups hidden behind a wall of super-crates, but no balls to eat to get big enough to break the super-crates! So occasionally there will be spots where it seems impossible to break them, but if you can find the hidden cache of soda pops, drink them down, then dash over to the super crates before you burp back down to size, the secret goodies are all yours!
Got the soda pop out of the side area. The crates are "on"!
Zip over and break the crates and gobble that powerup!

We've tried to do that as much as possible--ensure as many objects or balls have a pro and a con. Some objects may seem "obviously bad" but a lot of them have a benefit (possibly hidden at first). We've worked hard to increase the depth for players to explore the puzzles and possibilities. Not to mention to add more fun options and depth for when players make their own levels!

Wednesday, May 3, 2017

Mario Maker's Good and Bad


We are working hard on the level editor for Pig Eat Ball to make it super easy to use, and very powerful so everyone can have fun making action-packed, and barf-packed levels to share with their friends via Steam Workshop.

While Mario Maker is boosted by the legendary Super Mario Bros. brand, it still has plenty of excellent design elements for a level editor/level sharing system.

This is my detailed breakdown of Mario Maker's design, and what we'll be keeping and dropping for Pig Eat Ball. This is NOT about designing the levels themselves, this is about how Mario Maker itself is designed. There's lots of small notes here that may help others creating a game with an integrated level editor.

The Good

Easy and Fast Playing and Editing


Clicking "Play" drops you into the level within a second. It's very fast and feels great.
This also starts the player *wherever you are* in the editor at the moment. It doesn't always start you from the proper level start.
It starts you at the 'cursor' point, where Mario is. This is very useful for testing your level but could be a little confusing at first.
If you want to play from the level start, you have to use the "Select" button on the controller. (That part is strange--you'd think the Start button would start the game. The Start button opens the main menu.)

Clicking "Edit" in the level you are playing pulls you right back out to the editor. The camera and the Mario cursor is now updated to match where the camera moved during playing the level. I'm thinking for Pig Eat Ball we'll have a 'snap' button to pull you back to the level start. This has an S-G system at the bottom that doesn't make sense for our game.

Single-Touch and Shake Mechanics

There's a lot of power built-in to the single-tap/hold system. For example the 'moving platform' track system has a lot of power and control built-in. If you click and drag the end points, you can extend the track. If you tap the end points, you can remove them creating a 'dead-end' track. Grabbing and shaking curves in the tracks can make them diagonal, or curved. Dropping enemies and objects onto the track attaches them to move with the tracks.

'End-Point' Grabbing

If you grab the end point or edge of some objects, a special yellow dot with arrows shows up which lets you see that you can move and change the shape of that object. It creates a lot of extra depth of changes to certain objects.

Rotating Objects


If an object can rotate, a yellow circle with a black arrow appears in the middle after you place it. Tapping this arrow rotates it 90 degrees. This seems like a good way to embed a new, contextual control, as not every object can/should be rotated. Some other objects rotate near the edge, but the concept is the same. The contextual rotation button appears as needed.

Erasing Objects

Erasing is a "mode" in Mario Maker. What's nice is it moves the object list off the top of the screen to make it more apparent what's happening. However the "boing" noise is really annoying, but maybe it's there to help remind people they are erasing? In any case it's pretty annoying. You can get to the eraser mode by holding two buttons or by clicking the icon on the right side.

Game Changes

Changing the game-style by a single-drop down button is great. However it can be confusing that certain objects are particular to certain games.

World Changes

In a similar way you can change the world to underwater, or air-ship or more by using the area drop-down on the left.This system, of picking the setting can greatly change the gameplay (such as putting Mario under water).

Object List Palette

 
The object palette at the top is a good way to give the player some objects to place, but not overwhelm them. You can touch the drop-down arrow to see a full list of objects. You can also customize each palette by dragging and dropping objects (after clicking a Customize button). Having only one part of the list can feel limiting but the large icons support the couch-experience (with players sitting an average 6 feet away from the TV).

Timer and Scrolling


The clock in the upper right leads to a menu for the time limit for the level and the scroll speed. It may not look like a button though, so that's a bit of a UI problem.

Destroying/Resetting a Level

The rocket in the lower right can reset the level to blank, if you hold it for 3 seconds. It has a fun
animation too. Again though, it may not be apparent that this will reset the level.

Automatic Layering

Instead of giving direct control and power to the player as to which layer holds which of your objects, this auto-layers all objects for you. You lose a little control, but it makes the interface and controls much easier to not have to decide to put certain background objects in the background layer, and mid-ground objects in a mid-ground layer, for instance.

Smart Object Placement

Background objects will overwrite other background objects if you drag them around/place new ones. If you have a wall object selected, drawing new objects won't delete the enemy as you draw. But if you have a spike block selected, this can draw over other walls.

If you try to touch-place an enemy on a wall block, you'll end up grabbing the wall object, allowing you to move it. If you touch background/sky, you'll place a new enemy. And then if you drag the enemy, it lets you drag the enemy over the wall.
Enemies that were placed on hard walls, are simply deleted on level start.
You can tell a lot of 'invisible' work went into these interactions to get them to be intuitive.

Undo System

Undo and Redo is a lot of work for the game developer, but they have it here. It's obviously a very useful feature for the player.
This is in the 'dog' icon on the lower right. It's cute to have it characterized with a dog (or simply any cute icon) but it's not intuitive to have it behind a random icon.

The expected Undo/Redo arrow icons

Typically Undo/Redo are slightly curved arrows pointing left/right. Not to be confused with "rotate" circular arrows.
Here is an interesting breakdown as to how we got to the "slightly curved arrow" icons for undo/redo which most people recognize.

Also notice there is no Redo option in Mario Maker which would be nice.


Changing Level Size


The "S" and "G" buttons at the bottom show how big the level is, how big it could be, and easily let you reshape the size of the level. That said, the goal of the level must always be on the far right, and players can't really make a level in which you go past the goal, then backtrack, or put a goal to the left of the start.
The game world is a maximum of 2 screens high. This is shown in the grid, with an extra thick line between screens. The maximum width is 10 screens wide which is a good sized level.
You can reposition the goal to be just higher than 1 screen high, but not very far into that second screen.
This restriction though on level sizes doesn't allow for interesting, vertical level designs to be created.

For Pig Eat Ball, at this point, I'm thinking we should probably include some simple way to snap the player's camera back to the player start when in the editor.

Main-Sub Areas

It's easy to create multiple areas to go between with tubes and doors. By placing a tube in the level, the way Mario would normally get access to a sub-section, the sub-section interface is unlocked. It's confusing in a way that interface is not always there but greyed out. But is intuitive once you consider how Mario normally would reach that area.

Level-Sharing via Code ID

 
Giving the player the option to upload their level then share a 16-digit alpha-numeric code for other users to find their level is great. Finding a particular player in the level sharing list would be tough. But with this code, players can zero in more easily on a special level that everyone is talking about.

Important! The ID code is shared on the level start.This is very good, because if a person is watching someone else play this on video stream, they can pause the video, see the ID, and type it in, to play that level. It's a low-tech way to share videos, but because it's embedded in the level start (and video) it's a easy way to always make sure the code is shared.

UNLESS, people compile videos together and edit out the level start. Therefore, could be even better, to have the title and code faintly displayed on the top of all levels.

Game-ifying Uploads

If players 'star' (mark it as liked) your level that you've uploaded, you'll earn medals. Medals are an outward show of ability and success as a level creator. Medals increase the total number of courses you're allowed to upload. This area also has a list of all courses you've played from others.

Starring versus Likes versus Favorites

Starring a course is the equivalent of a "Like" on Facebook. It's a thumbs up that says you enjoyed the course. It lets the Maker know you liked it, which in turn bumps up their recognition publicly. You can find courses you've 'starred' in your Mii icon settings area. This acts as a 'favorites' section. It's interesting that "Star/Like" encourages a player to think about how they are rewarding the Maker, but calling it a "Favorite" would keep the player himself more of the subject. It's the "player's favorite" versus a level they "Liked" or "Starred". One is a reward for the Maker, the other more about the players.

A single star/like is obviously more simple than a 5 star system or anything like that. But it takes a little more to explain it's actually a 'review' system for the level. Maybe this could be more clear if the ending said "Review this Level" message above the star.


Makers

The Makers system is great way to showcase user-created levels which encourages more people to make more high-quality levels. This part was really important in terms of supporting users making good levels and helping them share their levels. It helped makers get fans of their levels, and then be inspired to make more levels. Supporting and highlighting the Makers helped the game grow the community and put a good experience forward to people coming to play others levels.

Full In-Game Manual

A very detailed manual explaining all parts of the editor and game exists. Although most people wouldn't want to spend the time reading through it, it's great to have as an option and may have tidbits some creators missed. Though I would imagine most will probably try online before looking in the in-game manual.

But, that said, I learned that you can 'see' the ghost-path of mario if you played and died in your level, by clicking on the mario icon on the bottom. I didn't know this, and it wasn't apparent in the editor.

In-Game Pause during User-Made Level


Gives good options for 'starring' during gameplay, and adding comments. Allowing several easy places to have players rate/star someone's level helps encourage starring.

Playfulness and Character


There are a lot of the touches in Mario Maker that make it fun. It's pretty cool that you can play a tiny level right in the title screen of the game. On the title screen, touching any of the title letters creates a different effect such as dropping in powerups, or enemies, or new screen effects. Touching anywhere on the sides drops in random enemies to fight. Different interactions in the editor itself have lots of fun effects, such as tapping on doors in the editor will make it sound like someone is knocking on the other side of the door.

Uploading and Course Clearing

It makes sense to force the player to beat the course before uploading. This proves that the level is completeable and greatly reduces the number of frustrating levels uploaded.

During a 'clear check' playthrough, the edit button is not there. The only way to quit is to click the +button and then 'Edit Course'.

Clicking the - button in the editor plays the level, but from the level start.


Combining Objects

This is mostly good, in terms of it being intuitive to drop one object on another and then have them do something new. But it's also a little confusing at times as to when this behavior works.

Administration

MM shows a message to the player that they will delete courses the player has uploaded if the courses:
  • find a bug in the code, 
  • exploit a bug to get a new world record, 
  • obtrusively bother other creators for 'stars'. 
Basically they are trying to police the community and help it be a great place for people to make levels. Seems like a good move if you have the manpower.

Community Policing

Nintendo does not a filter for 'explicit' content created in their levels, but does have a 'report level' button if you click on a level's info. From there Nintendo apparently reviews the level for deletion or penalizing the Maker.

User-Level Difficulty Filtering

Levels uploaded by players are automatically sorted into All, Easy, Normal, Expert, and Super Expert difficulty options. Not sure how this is done, but I assume it's based on player deaths/clears/early exits.

Gameplay Rules

Everyone knows how to play a Mario game and lots of players know a lot of the gameplay objects in the game and how they act. All these objects have been in previous games. This is good as no player has to learn your game *and* learn the editor. 

Different Editor UI Style

Having a new style for the buttons and menus for the Mario Maker system itself was a smart choice. The style is not pixel art like original Mario nor smooth 3D like the Wii U Mario. It's a simple, clean, 2D look that allows for high contrast between the editor portions of the game and the game itself. It's very clear what parts are what.



The Bad

The Menus

The menu system feels sprawling, confusing, and it's easy to get lost. Things should be simple are hard to find. Things that you'd think would be in one place are somewhere completely different. The general feeling of using the menu system is having to forget what you know, and instead learn something completely different.
Maybe "what I know" is Microsoft Windows? Somehow MM always feels like the menus are in a weird place.

Let's look at something simple like the how the game starts.
Title Screen-> "Make" or "Play"
"Make" goes to the "Course Maker" (the level editor)
"Play" opens two sub-buttons. "10 Mario Challenge" and "Course World".
Clicking "10 Mario Challenge" goes to set of 8 levels in which the player must beat with only 10 lives.

Clicking "Course World" opens a new menu that shows a different, 100 Mario Challenge contained inside it, in addition to "Courses" and "Makers" sections.

There are some good intentions here, but things still feel off. It's good to have a collection of algorithmic/curated levels to give players a good experience of user-made levels. Assuming those levels in the 100 Mario Challenge are some of the highest starred levels and best designed.

Maybe it's when you click "Play" that it takes you to a sub-menu about "10 Mario Challenge", but then you click Course World and see a "100 Mario Challenge".
Why is the 10 Mario and the 100 Mario Challenges not both inside the Course World area? Having a "Quick Play" option seems more intuitive even in the naming scheme.

Player Account and Uploaded Levels

In order to find your player account and see what levels you've uploaded you have to visit Course World. You can't find the player settings button in the Make section of the game where you upload levels, or in the Coursebot section where you save/upload them either. It seems weird to 'hide' the list of your uploaded levels.

Not bad or good, but if you click Upload again, and clear the level  you'll upload the same level twice and it can have the same name, but will get a new course ID.


Hidden IDs

While it's great to have an ID code to share your levels, it's actually a pain to find it. You can find the code when you clear your level for upload.
The only other places to find it is in your Miiverse post history, or you can go Title->Play->Course World->Mii Face (top left) then search your list of uploads->Find the level->Click Level->then click the ID button to show the actual ID.

Menu Issues - Save/Load

The save and load options are under a robot head icon. It's confusing and strange to find them there, and not under the 3-line menu button.

Clicking  'New Save' then sends you to a entirely new menu area that is pretty intimidating though cool looking. The listing of "world 1" and "world 2", etc is confusing as well. Do only saves for objects from world 1 go into world 1? Turns out you can put any level in any slot, but it simply is strange.

From there it goes to "Name this course!" which seems fine.  It lets you enter the course name.
After it saves, it returns you automatically back to the editor.

From then on, you have the "New Save", "Save", and "Load" options. This is layout and naming seems reasonable.

When saving a new level, why doesn't the Coursebot-save menu open to the bottom where there's an open slot? Instead it opens at the top making you scroll through all your previous levels. It's annoying and seems like a small but helpful fix.

Upload Process

In order to upload your game, you have to do a "New Save". But the publish button isn't there, and greyed out, it's simply missing altogether. There's no helper indication on those menus as to how to open it up.

Once you New Save your level, Upload is now an option. Clicking Upload asks the player if they are ready to finish their level.

It's minor but I feel like the level could use a "Upload Check" message in the upper right indicating what's at stake.

The process, which is fine but sparse, flows like this:
  1. New Save level.
  2. Upload Level.
  3. Complete the level successfully.
    1. Fail and the level is restarted.
    2. Press Pause to exit the process.
  4. The TV directs you to the game pad. You must name the level then on the gamepad.
  5. The level is uploaded to the internet.

More Menu Issues - Coursebot


Things get really strange with the 'coursebot'. As you saw the save/load coursebot is picked through the robot head on the right. But if you click the yellow 'main menu' button then two robot heads show up! And they are both head to the coursebot, but they are different! (See above)

Clicking the bottom one can take you to the "you can't save/load here but you can play levels in-order". So the "world" concept you see in save/load comes to fruition, sort of. The circle-arrow buttons on the left (play buttons) let you play your levels in order.


But strangely if you toggle 'my courses' to 'sample courses', the 'play-world' buttons are gone! You can play them in-order, but not all together, 4-levels in a row.

Why are the options to play levels in a row in the regular coursebot you find with save/load? Why are there two coursebots that are the same but different? Why not simply toggle options in there?

No Eyedropper Tool

There is a simple "copy" option that lets you copy a single object as long as you are holding down certain buttons. But there is no simple "switch to placing this object that is currently under my cursor" option. It's common to be in a level, have a certain object list showing, but want to start drawing with a new object that is in the level, but not in your object list. There should be a simple way to select that object as seen in the level to start drawing with it--beyond the copy method. This is typically a represented as an 'eye dropper' in drawing programs.

Hidden Objects

It's cool that there's a lot of options built-in to some simple controls. But sometimes the "shake" option to find special objects makes you feel like you don't know where everything is.
Feeling like you don't know where all the objects are or where they are hidden is annoying when trying to make a level. But it also feels cool when you finally find them. This could be good in terms of building community, to have "hidden" objects which encourages players to talk to each other and figure out how to find them. It is annoying to not be able to see all objects or find them but might be helping the game in terms of community.

Shaking Controls

Having to shake objects to find alternate versions is okay the first time as a fun thing,  but as functional method it's annoying. I'd much rather have a simple button that toggles through various options of that object. The shaking option could still be there, but much like how they have a method of holding two buttons use the "Eraser" tool but also have on-screen icon for the eraser, there should be a simpler way to swap object abilities.

No Tags or Filters

Searching for a new level to play is only allowed through 16-digit code system. Players can leave 'comments' on levels, but they can't tag them. There's no tag-search system in Mario Maker, so if a player wanted to find a "funny" level, versus a "auto-scrolling" level, versus an "underwater" level, they don't have that option. There should be filters to let you toggle tags for levels that you either want or don't want. If you're tired of levels filled with hidden blocks, you could filter these levels out. Consider filters for "tricky", "trolling", "art" (or "picture"), or "puzzle", "classic" etc. They'd be great to find different styles of levels.

Lessons to Follow

There's a lot in Mario Maker that encourages players to have fun making levels and to share them. The bright and playful UI, the hidden abilities and controls, and the ease of use can be great.These are the things we are working to bring to the level editor in Pig Eat Ball, in addition to a few extra tool options, and hopefully more sensible menu layout. All of this will be tied to Steam Workshop for the Steam Early Access version coming out soon. Stay tuned!