As part of my uni coursework, I had the task of creating an audio-only game, i.e. the gameplay in it has to be 100% audio-based. I've more-or-less finalized the game itself, but I'm still struggling with the level design.
The lecturer for this module is blind, so the game absolutely must be playable w/o any visual data (apart from a text-based readme or something), and I'm worried that the level I've made is too complex to finish without actually seeing it.
This is where you come in. The game is 2D, tile-based and reads its level data from a bitmap with various colors representing different tiles. So if you're bored or up for a little challenge, it would be awesome if you tried designing a level for it.
Download here (4Mb)[m]
Premise[/m]
The whole thing is meant to be set in a spaceship, which has been attacked by
<insert generic alien>, causing the main power to shut down, as well as causing general damage to the ship. The player is stranded in a pitch dark room and has to get to the escape pods, which are on the opposite end of the starting area.
The room itself is not a straight shape and there are two kinds of obstacles you must navigate through (spilled chemicals & dangling electric cables). Luckily you also have a
<insert plot convenience device>, which beeps more frequently the closer you get to the escape pods.
[m]How to play[/m]There are four directions of movement, each controlled by the W/S/A/D keys respectively.
Note that moving in any direction will make your character face that direction. I wanted to keep the movement as simple as possible for this one.
The closer you get to the escape pods, the more frequent the beeps will become.
Also the obstacles (chemicals & electric cables) are solid (impossible to pass through), so note that if you hear yourself being fried by toxic waste, you're just pushing against the obstacle w/o actually going anywhere.
Finally, your health will regenerate slowly, so don't worry about running into obstacles too much.
[m]How you could help[/m]
- Download & test the current build of the game with my level (without looking at the level bitmap). Post whether or not you managed to finish it, and the time it took you to do so (displayed ingame once you finish it).
- After doing the aforementioned, you can fire up MS Paint and try creating your own level. Keep in mind this is ultimately geared to be played by a blind person, so the difficulty must reflect that.
[m]Level design guide[/m]Open up
c0a0.bmp in the
Levels folder first to get a rough idea on what the simple format is. Below is a more detailed description:
- Each pixel represents a single 2D tile in-game. Every object including the player is 1x1 big (think Minecraft)
- The size of a level/bitmap is not limited to any particular dimensions, but note that any level must have a 2-thick white border around its edges to prevent crashing (lazy collision detection system)
- To launch a custom level, open the "custom_level_example.bat" file and change "sample.bmp" with the name of your level. All levels will be loaded from the "Levels" folder.
- Each obstacle, escape pod, and engine sound tile emits sound.
- If you want to simulate a pool of chemicals, you really only need to draw its outline (see c0a0.bmp for multiple examples). That will use up less resources, as each tile plays its own sound.
[m]RGB Colors used by the tiles ingame:[/m]Solid
White (255, 255, 255) - Wall
Red (255, 0, 0) - Escape Pods
Cyan (0, 255, 255) - Electric tile
Pink (236, 0, 140) - Chemical tile
Non-solid
Green (0, 255, 0) - Player Spawn
Yellow (255, 255, 0) - Emits ambient engine sound
Black or any other color (0, 0, 0) - Non-solid floor tile
That's about it.
I know I'm kind of asking you to do a part of my coursework for me, but I figured it'd be an interesting enough challenge to post up.
If you don't have the time to design levels, do give the actual game a shot.
If you have any questions, post 'em here. Looking forward to your feedback & levels!
GL & HF!