/r/PixelArt Game Collaboration | PART 3 - PLANNING (We want your ideas and feedback!)
The r/PixelArt Game Collaboration is officially on!
We've been confirmed and funded by reddit, so we are fully ready to begin. I u/skeddles will be managing the project. I have a few other developers lined up, and may add more as we go, but it depends how much work ends up needing to be done. As for the specifics, here's what we've decided on, based on input from r/pixelart posters and developers:
Technology:
The game will be programmed in javascript, with the pixi.js library. This will make it easy to share the game online and have other people contribute. If people wish to make volunteer contributions, we will also try to make the game open source so anyone can add code.
Gameplay:
Last we spoke, we had narrowed it down to 3 game ideas, and we've now settled on the one we feel will be both the easiest to program, and will give contributors the most artistic freedom: The Exploration Collectathon.
The main idea for the game is users will submit maps in which various collectables are scattered around, and the player will explore the maps collecting what they can, and viewing the great art! Similar games would be Yume Nikki or Seiklus, and of course the greats from the collectathon era like spyro, banjo, dk64, mario64.
Game Design:
The specifics of the game still need to be ironed out, so I would like to hear your feedback.
Currently my idea for designing levels is: Users will submit a single map background that contains their entire level. They will also submit a "layout mask" image which will determine where the walls of the level art, where the collectables are placed, etc. (Here is a visual example) And finally they will submit a sprite sheet, which can contain various collectables, and perhaps a few animated sprites for use in decorating the level. This "layout mask image" will be much smaller than the map image (where 1 pixel = 1 tile), and different colors will indicate different things. This way users can design their map with any software they choose. So what we need to decide is:
- How big should the collision tiles / sprites be (in pixels, after the map is scaled up)?
- Whats the biggest a map should be (in tiles, or pixels)?
- Should we restrict entries to a specific palette? If so which one?
- How many different collectables should a map be allowed to have? Should there one that exists on all levels? Should there be a main one which is required to beat the level?
- How should the maps connect? A hub world? And endless chain? Doors that link to various places?
- How many animated tiles should be allowed to be added to each world?
- Should we allow simple enemies? (they would all function the same, just be a moving obstacle)
- What should the character look like? Should it be the reddit alien? Should it be customizable? Should it change based on what level you're in?
- Is there anything that would be easy to implement that would make the game far more compelling for you?
If you have any other thoughts / ideas please feel free to post them in the discussion below, this is an open community brainstorm! Any questions about how it will work are also welcome!
Posted Feb 10, 2022, 8:11 PM UTC · edited · locked
I think this is an excellent idea. Yume nikki's style is a good basis to work from in a collaborative project.
My 2 cents suggestion would be a loose maze-like structure where worlds are seperated by doors/portals. Key items might be required to access certain doors incentivising exploration. Each could be connected to a hub area by which previously explored worlds can be accessed.
This structure lets the project be arbitrarily large depending on participation. Perhaps a certain amount of key items are required to access an end area or win state.
One consideration would be that participants would need to be given requirements as to how their works would connect in the overall structure (placing of doors and such). Another would be who gets to make the hub and end areas if there is one. But that can either be popular vote or just assigned based on merit.
Either way i think the project is a cool idea whatever form it takes.
Edit: some other musings.
A standard tile size of 16 px gives a good balance for artists of varying skills imo. This also would inform screen resolution. Map sizes could have min to max ranges up allow consistency with flexibility. Tile animation could be arbitrary but setting a limit on the number of frames is probably wise. A base player template could allow player customisation submissions (collect outfits?). A lot of this could be done with modifying standard template sprite sheets in a tool agnostic way. Palette could probably be freeform with recommendations.
Ooh keys are a great idea, we could maybe have the levels a bit more puzzle like (ever played chips challenge?). Some win keys are a good idea too, though maybe we'd want to distribute those at the end. I do like the maze idea but like you said it might be a bit hard to decide how to connect them
A fun easy alternative could be some sort of overworld where players could access and explore whatever areas they want. That way participants won't have to worry about their relative positions. Can keep the key items idea and make the end state another overworld spot, breath of the wild style. Happy to drill deeper but i don't want to dominate discussion
Chips challenge is the OG. Man that simple little game was addicting. Wouldn’t be difficult to code something like that either, though puzzle variation may get stale depending on number of entries.
Then again I suppose the art showcase and collaboration is the point