r/PixelArt•
skeddles

/r/PixelArt Game Collaboration | PART 3 - PLANNING (We want your ideas and feedback!)

GAME COLLABORATION

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:

  1. How big should the collision tiles / sprites be (in pixels, after the map is scaled up)?
  2. Whats the biggest a map should be (in tiles, or pixels)?
  3. Should we restrict entries to a specific palette? If so which one?
  4. 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?
  5. How should the maps connect? A hub world? And endless chain? Doors that link to various places?
  6. How many animated tiles should be allowed to be added to each world?
  7. Should we allow simple enemies? (they would all function the same, just be a moving obstacle)
  8. 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?
  9. 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

9283
nion_ne•

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.

10
skeddlesOP•

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

6
nion_ne•

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

2
kyo_6•

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

2
CR1MS4NE•

I suggest 16x16 tiles. 16 is a very easy number to work with mathematically, especially in terms of game design, and a lot of people are familiar with 16x16 images as that's the same resolution that Minecraft uses.

I think a map 16 tiles wide and 16 tiles high (so a 16-width square) maximum would be best. That way it wouldn't stretch too far and it would be easy to design, but it also wouldn't feel too limited.

I think restricting everything to one palette is a bad idea. If you want to require that a certain palette be used, I suggest incorporating multiple relatively large palettes. That way contributors have reasonable design freedom but nothing is too chaotic or out of place.

I think 3 is a good maximum for level collectibles. 3 is a good number for most things like this. It's small and easy to work with.

A hub world would probably be good. It's not as cheesy as instant transportation, but also more stimulating (less boring) than an endless chain of rooms with the same goals.

I think two animated tiles is enough. Maybe one for water and one for some sort of hazard. Could be lava, acid, etc. No need for excessive motion everywhere.

Enemies would be fun, but then there would be the necessity of adding either health or a death mechanic, or both. Neither of those are hard to implement of course, but it is still slightly more work. Still, enemies are fun to play around with and add some real interactivity to the game, so I would say yes.

I think the Reddit alien is a good choice for a character. It symbolizes the community and is cute. What more does a protagonist need?

A good soundtrack would make the game beautiful and immersive, so I would definitely suggest making sure the music is pleasant.

Speaking of music, I compose a lot, so if you are interested, I might be able to contribute like that.

9
IndyWinchester•

I love the idea of a protagonist. My feeling is the game would be less of a “Fetch” quest storyline.

3
skeddlesOP•

thanks for your ideas. my thoughts

  • i just worry that 16x16 might be a bit small for the characters and sprites, but I guess there's still a lot you can do with it, and we dont want people to not participate because they think its too much work
  • what about a 256 color palette? i dont think people would feel too restricted.
  • i like the hub world idea too, though do you think all rooms should start unlocked, or should you unlock more as you go?
  • i was thinking animated tiles would be used more for decoration, for example a moving character or animated windmill. mostly things that wouldn't be tiled, so there wouldn't be too much excessive motion (though it probably wouldn't be restricted)
  • for enemies i was thinking colliding with one would just send you back to the start of the level or even perhaps the hub world.
  • a soundtrack would be great, though I would worry about people having to pick music for each level. maybe it could just loop through them randomly. either way, yes, music submissions would be very much appreciated!
1
CR1MS4NE•

All of that seems good to me. I have a full time job so if you do want some music, it will come slowly, but I’ll try to get something done. I will need the mood and setting of the game, for obvious reasons, before I do so.

1
tyler_frankenstein•

music submissions would be very much appreciated!

I have been composing a set of songs that I hope would make it into an open source video game, and this seems like a great opportunity for that. Some of themes of the songs include:

  • island
  • swamp
  • night
  • forest
  • lake
  • coast
  • cave
  • river

As I alluded to in another comment, with a GIT repository hosted somewhere, it'd be nice to be able to pull down the code and see some of the level(s) in action.

If any assistance is needed with GIT, I am available (20+ years coding).

1
Smooth_Iron•

i mean, is it top down or side scrolling? this might be crucial

5
skeddlesOP•

top down

3
Vixmor3•

For question 5, there could be a hub world that is just doors to each contributors level. Or there should be a portal/magic door where you start and end in the level and those could connect each contributors level. I’m totally for helping make a level and be part of this :3

5
skeddlesOP•

Doors are a nice idea because everyone could make a custom door sprite for their level

4
Wlsgarus•

Would be kinda neat if everyone could draw their version of the Reddit alien in different art styles and maybe even with unique accessories or clothing for each level.

4
TimBuvis•

I think this is a great idea! And I am definitely down to join in! maybe the game could have pushable blocks to give it a little puzzle aspect?

4
skeddlesOP•

that might be possible.

2

Im not shure it have to be exiting and action beacuse now the peopleplay this games

1
spletharg•

Personally I like games with atmosphere that have a lot of replayability. At least have a few reflective moments like you see in Japanese slice of life anime. Moody skies, rain, storms, insect noises, wind, animal noises, all that incidental stuff that adds up to atmosphere.

4
skeddlesOP•

it will most likely be too hard to give people control over special effects or sound effects, they will have to rely on their background image to create atmosphere

3
[deleted]•

[removed]

3
[deleted]•

mother and deltarune smh

1
Vulknut•

It seems like this game is trying to be as simple as possible. Like something more of an interactive artistic experience than a game with mechanics, which is fine.

It’d be easiest if all maps are self contained and you can do them in any order. Otherwise you’ll be trying to find ways to link all the maps into some kind of narrative. (Though linking them through collecting key items to use in other worlds could add a lot of substance.) like finding a key used to unlock a door or interact with and npc in another world.

The first idea that comes to mind is that the character is exploring some kind of dream land. Traveling from world to world Collecting things to store in their Dream Sanctum. The player could decorate their “room” with the things they’ve found. There might even be some kind of nightmare that’s devouring the worlds.

Second idea, same thing, but things have been scattered and mixed up between the worlds. You need to collect and direct NPCs to their correct world?

Some possible easy additions…

Push block puzzles. Quizzes on the worlds you’ve previously visited. Sneaking sections. Racing?? Pac man esque enemies Rock, paper, scissors inspired combat.

3
skeddlesOP•

It seems like this game is trying to be as simple as possible. Like something more of an interactive artistic experience than a game with mechanics, which is fine.

yeah that basically sums it up

It’d be easiest if all maps are self contained and you can do them in any order.

yeah that's probably what we'll do. though i was thinking of not having them all unlocked at first, maybe unlocking 2 random ones each time you beat one.

The first idea that comes to mind is that the character is exploring some kind of dream land. Traveling from world to world Collecting things to store in their Dream Sanctum. The player could decorate their “room” with the things they’ve found.

this sounds good to me. i like the idea that you bring back something from each level. not sure we'll be able to let the player customize their room, but they could at least decorate a shelf.

Second idea, same thing, but things have been scattered and mixed up between the worlds. You need to collect and direct NPCs to their correct world?

might be hard to interlink worlds like that

Some possible easy additions…

Push block puzzles. Quizzes on the worlds you’ve previously visited. Sneaking sections. Racing?? Pac man esque enemies Rock, paper, scissors inspired combat.

will try; not sure how that would work; might be possible with enemies, but not sure how complex it would be; probably too much of it's own game; enemies would most likely be running around randomly, yes; not sure we'll have any combat since it's hard to program

thanks for your input, lots of good ideas

2
Vulknut•

Do you guys have a discord or anything for fleshing out ideas and stuff? I’d love to know how to keep track of this project other than checking Reddit.

3
skeddlesOP•

As of right now it's only on this subreddit to keep it accessible

2
OfficialCBYT•

If you ever need a musician, I'm down

3
skeddlesOP•

we are accepting music submissions, you can either submit tracks which people can choose from, or wait until people have submitted levels that need tracks, and make them to match the levels

3
OfficialCBYT•

Oh, sick. I just found out about this so I don't know that much, where would I submit the tracks?

1
skeddlesOP•

if you want to upload them to the project's music folder via github (and know how to) you can do that, otherwise you can just post links in this thread

1
[deleted]•

[removed]

2
Easports999•

… ok but what does this have anything to do with me drawing a stick?

2
Fartyghost•

Maybe the stick is a collectible?

1
Easports999•

*staff

1
DSGuy02•

This sounds fun

2

I'm open to doing programming and pixel art for this project, skeddles please mention me on reddit if any other things related to this pop up so that I can see it. This is going to be fun.

2
Itadakimasu____•

If it's in Godot, count me in as a Programmer.

2
skeddlesOP•

Sorry, it will use javascript. It's pretty easy to pick up though if you're interested.

1
Itadakimasu____•

No problem, I use JavaScript for my work. I have MEAN Stack development experience, but I have never used it to make games.

1
[deleted]•

You can also make a sick cutscenes for your story (if any) using the art posted here.

2
Bragol_•

Aside from the art styles, what is there that would set different areas apart? In order to keep the player engaged throughout the game, there need to be various game mechanics to hinder the player.

It looks like people are interested in adding simple enemies, but if they're everywhere and that's it, things can get monotonous very fast. I would recommend splitting the world into subareas with dedicated themes and mechanics (you could also have all areas in a subworld share the same palette for visual continuity)

2
skeddlesOP•

there most likely wont be lots of mechanics it would take a long time to code and be harder for people to design their levels with. It will mostly be about exploration and seeing the background art. (unless you have some ideas for easy to implement features, such as key/door)

1

Do we have any ideas for storyline? Storyline on its own can create a game with just basic mechanics and make it incredibly interesting and fun.

2
skeddlesOP•

not really, it will have to be relatively simple as there wont be a lot of interactions or anything, maybe just a few popups. but it would be nice to have an explanation of what the character is doing (that fits with exploring random doors )

2

Really? Cutscenes are going to be fairly good as there are so many artists in this sub, and they’re a fairly simple thing to add. For example, say the player enters a certain room after completing a tutorial. This room puts them into a cutscene, maybe laying out some of the beginning storyline.

2
skeddlesOP•

the problem is each room will be designed by a different artist, and I don't want to require them to include a cutscene, plus im not sure what an easy way to format them for artists would be

3

Not all of the rooms need a cutscene, just some specific ones.

2
osrsflopper•

Maybe someone with veteran ability could post a big link library for us neophytes like the stack. This looks like an obtainable and very interesting way to learn programming.

2
skeddlesOP•

i recommend starting here: https://www.w3schools.com/js/

2
osrsflopper•

Thank you so ever very much!

2
WaveQ7501•

I have a few questions regarding the player movement:

#1: Will the character be able to jump?

#2: Will the character be able to move continuously in any 360 degree direction, ignoring the grid (like in Undertale)? Or will the character only move up, down, left, and right, keeping the character within the grid (like in older main-series Pokemon titles)?

I also have several suggestions for game ideas:

#1: Teleportation Tiles to quickly get from one place to another, at the very least within my map. We can then mask it as anything we want to fit our themes, such as two connected holes in the ground.

#2: Chest/Box Tiles that can hide collectables, and could be locked until you have a certain # and types of collectables.

#3: Ice-like Tiles that force the player to keep moving until the player lands on a non-ice tile or bumps into a wall. I feel that this is somewhat situational for artists who are going for more of a ice-theme or a factor with moving tiles-theme, but it could still add some neat interaction with the game world.

#4: Storytelling via Map Design. If we can't have cutscenes, I think we should instead rely on both the mechanical and visual aspects of the map design to tell a story, depending if the artist wants to or not. We could all tell our own separate mini-stories within our maps without overriding each other's narrative. If we could also rely on dialogue or in-game text when interacting with the map, that'll be cool as well.

2
skeddlesOP•
  1. no, probably not (its top down)
  2. the character is not bound to the grid (but is currently bound to arrow keys for movement, so realistically only moves in 8 directions)

​

  1. thats a good idea, I'll put that on the todo list. I think it would have to be limited to just a few of them, since I'd like all data to be placed in the map image, so each portal would have to be a unique single use color.
  2. i think this could be accomplished with the key/door tiles, it would be harder to implement a system that players could use in levels
  3. that would be great, i loved the ice puzzles in pokemon (chips challenge had them too)
  4. that might be hard
2
WaveQ7501•

For number 4, when you say it "might be hard", are you specifically referring to the option of including dialogue when interacting with the map, or are you saying that the entire concept would be difficult to execute?

1
skeddlesOP•

i probably dont want to add dialogue because it would require extra information input while creating the map, it would be hard to give the user a clear way to input it.

2
WaveQ7501•

I see. Thanks for the clarification!

1