All posts by J

Angle Jungle – Privacy Policy

Jibran Khan built the Angle Jungle game as a Free game. This SERVICE is provided by Jibran Khan at no cost and is intended for use as is.

This page is used to inform visitors regarding my policies with the collection, use, and disclosure of Personal Information if anyone decided to use my Service.

If you choose to use my Service, then you agree to the collection and use of information in relation to this policy. The Personal Information that I collect is used for providing and improving the Service. I will not use or share your information with anyone except as described in this Privacy Policy.

The terms used in this Privacy Policy have the same meanings as in our Terms and Conditions, which is accessible at Angle Jungle unless otherwise defined in this Privacy Policy.

Information Collection and Use

For a better experience, while using our Service, I may require you to provide us with certain personally identifiable information. The information that I request will be retained on your device and is not collected by me in any way.

The game does use third party services that may collect information used to identify you.

Link to privacy policy of third party service providers used by the game

Log Data

I want to inform you that whenever you use my Service, in a case of an error in the game I collect data and information (through third party products) on your phone called Log Data. This Log Data may include information such as your device Internet Protocol (“IP”) address, device name, operating system version, the configuration of the game when utilizing my Service, the time and date of your use of the Service, and other statistics.

Cookies

Cookies are files with a small amount of data that are commonly used as anonymous unique identifiers. These are sent to your browser from the websites that you visit and are stored on your device’s internal memory.

This Service does not use these “cookies” explicitly. However, the game may use third party code and libraries that use “cookies” to collect information and improve their services. You have the option to either accept or refuse these cookies and know when a cookie is being sent to your device. If you choose to refuse our cookies, you may not be able to use some portions of this Service.

Service Providers

I may employ third-party companies and individuals due to the following reasons:

  • To facilitate our Service;
  • To provide the Service on our behalf;
  • To perform Service-related services; or
  • To assist us in analyzing how our Service is used.

I want to inform users of this Service that these third parties have access to your Personal Information. The reason is to perform the tasks assigned to them on our behalf. However, they are obligated not to disclose or use the information for any other purpose.

Security

I value your trust in providing us your Personal Information, thus we are striving to use commercially acceptable means of protecting it. But remember that no method of transmission over the internet, or method of electronic storage is 100% secure and reliable, and I cannot guarantee its absolute security.

Continue reading Angle Jungle – Privacy Policy

WIT – Stubbs Rebel Without a Pulse

Preface: Making games is hard. So any endeavor I applaud. The game I will be writing a few notes on is Stubbs Rebel Without a Pulse.

Boundary Signaling

A simplistic means to convey blocked off area which uses police barriers, and invisible collision heavily in a manner that is immersion breaking.

Modes

Stubb’s showcases a number of modes fairly early to keep things interesting.

Vehicle

An mode where players pilot a vehicle.

Dancing

A minigame where the player engages in a dance office with a boss.

The game begins with simplistic patterns that go around the gamepad. Patterns such as:

  • 2 lefts then 2 ups.
  • 2 downs then 2 rights.
Speed Increase

To increase difficulty the mini game increases the speed of input.

I have mixed feeling about this minigame. It’s very unforgiving. One has to memorize the pattern, and I had great difficulty if I didn’t have the pattern in mind.

To improve this section the game could increase the time for input or better foreshadow the next button press. Other games have done this with visualizing future button presses.

Additionally the mini-game has an unclear end state. When do I know when I win or lose? How many rounds left?

Hand

An alternate mode where the player controls Stubb’s hand. This mode is interesting in that the players:

  • Scale is changed.
  • Has a new means to navigate being able to crawl along surfaces.
  • Is able to mind control enemies

One improvement I would make here is having the surface crawling be connected to a player input rather than automatically occur when approaching a surface.

Continue reading WIT – Stubbs Rebel Without a Pulse

WIT – Shadow Warrior

Preface: Making games is hard. So any endeavor I applaud. The game I will be writing a few notes on is Shadow Warrior.

NPC Implicit Navigation Technique

Nice framing here. Though one can go right devs used the guy to the side who I believe subconsciously pushes you up the main path which is to the left.

Vista at the Fringes

I appreciate how the devs took time to create a static vignette on the fringes of the map. The image though is quite contrasting with the temple road and the bamboo abruptly ends. The transition could have been done better, but I understand a low value return on investment here.

Minor Note

The AOE of the attack of the Warlord was troublesome to dodge. Wish it was something like it created VFX crack projections that if the player wasn’t colliding with it would not damage them. 

WIT – Scratch X RPG Battle 2

Preface: Making a game is hard, so any endeavor I applaud. Additionally the time and Skill Level of Developer is Unknown. The game I will be writing some notes on is Scratch X RPG Battle 2 and can be played here.

Here are some notes on the experience:

  • Enjoyed the meteorite special ability, appreciate the effort in terms of attack animations.
  • Expected ultimate to be something different from meteor.
  • Classic JRPG style action menu.
  • Like how the background is akin to some of the special moves. Helps to create a sense of a larger environment.
  • Would have like a progression of enemies, boss super powerness reduce from the impact of abilities + not sure if the enemy can be beaten.
  • Some initial backstory might be cool to setup why I’m this character, what brings me to this place.
  • Some options not functional e.g. Items – likely scope related.
  • Health and mana could be different colors instead of different shades of blue to visually show their difference in function..
  • I’d consider making the ultimate ring an inner part of the three stats ring to show association between the two.
  • Unclear how to back out of current option, could use standard key like escape, since no ability to go back in menu and was out of menu got stuck and had to quit.
  • Reminds me of Dragon Ballz for some reason.
  • Boss projecting a power attack coming is good. Dark Souls does this well for attacks in general.
  • After a couple of tries I did win. It was hard, more playtesting and tuning seem to be in-order.

Octopath Traveller

Played Octopath Traveller.

Save 50% on OCTOPATH TRAVELER™ on Steam

Here is some thoughts:

Brave Narrative design

It takes courage to tell stories in such a manner that Octopath Traveller does. I suppose the cost of the permutations of these stories is many, and that comes with certain implications. From my sense playing so far (12 hours in only). It seems these stories will be told in parallel with not too much cross over. Regardless I maintain its brave to take on such a challenge at all. Good for them. 

Amazing Sound Track

Sunlands, Primrose the Dancer, amazing. Nothing left to say. Do checkout these tracks if you haven’t heard them awesome stuff. As well as these the game has even more to offer!

Endearing Art Style

The pixelated art style reminds me of JRPG’s of old. I happily reminisce once in awhile playing this game. 

Octopath Traveller PC review | Rock Paper Shotgun

Flower

It’s the end of 2020. I’m in Kuwait stuck in quarantine and COVID’s got the airports locked down. Therefore having some downtime on my hands I decided to dust off my PS3 and play Flower, a game developed by Thatgamecompany . Here are some brief notes (images from Full Playthroughs):

Like

World Transformation

  • Love the world transformation aspect. The world becoming colored is a popular trope used in film and games.
  • The finale level reminds me of a scene from One Piece when this massive Sakura Tree blooms.
  • Love the swap of elements that were once oppressive (in-organic metal structures) that you break which can create green grass, and more organic shapes that come out of the ground.
  • Another transformation aspect is the home screen. It’s ‘liveliness’ and color increases as the game progresses.

Player Guidance

  • Player guidance to flowers is supported with a ring that indicate the essential ones to grab.
  • Little to no words (e.g. diagram to explain controls and how to start).

Audio

  • Flower employs light piano music for what I interpret as a means to make the player feel free (heavy use in the finale level).
  • The audio soundscape consists of distinct tones for every action. For example destroying stuff, picking up flowers, and world transforming.

Progression

  • The growth of ‘player avatar’ is progress you can literally see.
  • The different colors you collect give a sense of history and memories. For example ‘oh I I remember collecting those yellow petals!’
  • Variety of color petals gives visual contrast.
  • Grandest level is the smallest flower (priming expectations for a surprise?)
  • Typical level pattern starts with a single petal which grows, then the level ends with a huge visual payoff.
  • Level structure felt like they saved the best for last.

Didn’t Like

  • Impreciseness of controls – wish for a button equivalent to some of the controls.
  • Feeling of having to collect flowers detracted sometimes from the experience.
  • In the home screen, what if all pots are visible but plant in that pot only appears and is selectable when level can be played, then when the level is complete the flower blooms? (Trade off of progression vs surprise?).

Cult Villian – Level Design Exercise

A level design exercise that includes a narrative element.

Setting: Located in the bustling heart of a metropolis, a church sits atop a hill with an adjoining graveyard. Tonight the church is abuzz with attendants as it is the cult’s former leaders funeral.

Initial 2D Sketches

Final 3D

Walkthrough

Approach

  • The players mission is to investigate the new cult leader, and so has been provided a cult uniform. Given the setup, we would expect player to enter the gate ahead. 
    • Gate is lit.
    • Crowds block both side entrances.
  • Arriving at the gate the player is allowed access by the guards as they recognize the uniform.
Continue reading Cult Villian – Level Design Exercise

Final Fantasy 9 – Initial Design Impressions

Steams recent winter sale had Final Fantasy 9 on discount. I saw it as a great opportunity to revisit a beloved franchise. The following are ‘designery’ thoughts from the first several hours of play:

Like

  • FF9 starts you off in a dark room where it easy to focus on your player and understand movement. It then lights up the wider environment.
  • Narrative reinforcement – One moment where the player must select the princesses name whilst going over the kidnapping plan.
  • Level Exploration – In the scene below your character enters the scene from the bottom of the screen. Once you have control of the character the world fulfills the expectation of continuity by providing an area that’s the opposite way the player is encouraged to go (using the crowd who moves forward).

Lots of and easy to find initial pick ups from environment to quickly establish and encourage exploring the environment for rewards.

  • Storytelling Moments – Initial area showcases poverty/class differences through characters in the scene.
  • Lots of encouragement to explore through cutscenes. For example Steiner locked in room and the cutscene shows you are treasure chest which encourages you to go there.
  • Love the variation of activities right from the start such as finding the knights of pluto, and a scene of quick time events of sword fighting.
Continue reading Final Fantasy 9 – Initial Design Impressions

An Architectural Approach to Level Design – Chapter 1, Exercise 1

Writing Prompt: Name a game with fictional architecture that is based on real-world architecture. What does the use of that style convey about the in-game builders of that architecture? What mood does it create?

The subject for this prompt is the city of Lindblum from Final Fantasy 9.

After studying a number of architectural styles. I believe a major architectural influence on this cities style is the Gothic style. In particular the Gothic Revival and Gothic Victorian style on its civilian structures.

What does the style convey?

In the world of Final Fantasy 9, Lindblum is regarded as the most technologically advanced nation who is making amazing progress. Their architecture seemingly melds a colorful Victorian Gothic style with sophisticated metal work in a high density of buildings. In addition sections of the city we see in the background are mind defying steep leaving on in wonder of how this is even possible? Additionally:

  • Clocks appear several times often embedded into buildings. This could imply a ‘precise society’.
  • The Gothic style is popular in the fantasy game genre. Given this is such a game the combination make for an interesting style to create the sense of a technologically advanced fantasy city.

So given the contrast of comparatively less ‘technologically advanced’ architecture styles the player has encountered before. The result I feel creates a mood of ‘wonder’ and ‘buzzing progress’, and leaves an impression that the builders are highly advanced.

Tower Trouble – The Last of Us Exercise

The following is a level design exercise where I made a level pitch for a sequence in The Last of Us.

Beat 1 – Linear Narrative

Beat 1 Top Down

Beat 1 – Sequence

Overview: Joel and Ellie traverse through a hotel towards their objective, a bank where Tommy is being held.

  • Party drops down from a hole in the wall into the hotel storage room.
  • In front of them is a pool of dried blood and something written on the wall which can’t be made out.
    1. Dev note: Visual storytelling elements to heighten tension. 
      1. Who died? 
      2. Am I in danger?
  • Turning the party catches a glimpse of the bank. Their goal.
    1. Dev note: Use of a weenie.
  • Completing their left turn before them is a T-junction.
    1. Dev note: Option to explore.
  • Turning left the party sees the rest of the storeroom and find supplies on the shelves. 
    1. Dev note: Items are 1 duct tape, 1 blade and 1 part.
  • Turning 180 degrees the party sees an elevator opposite them. 
    1. Dev note: Blood is continued tension breadcrumb.
  • Approaching they see the elevator is tightly sealed leaving them with no option but to take the blood stained path to the right. 
  • The party proceeds down the partially collapsed hallway.
Continue reading Tower Trouble – The Last of Us Exercise

Al-Hambra Fortress – Uncharted, Enemy Design Document

Overview

Mercenary: Foreign mercenaries hired by Doctor UptoNoGood who carry AK-47’s, and wear body armor. Their purpose is to act as obstacles to the players progress that are moderately difficult to kill. 

In terms of general properties:

  • Agents can perform the standard 3rd person mechanics as outlined in the tests moveset.
  • Agents are controlled by the game using a predictable finite state machine.
  • Headshots deal critical damage to agents.
  • Shots to body armour deal reduced damage to agents.

The player should deal with these mercenaries swiftly, focusing on hitting their weak points, performing flanks on their positions, and doing so with minimal ammo usage.

Behavior

A basic FSM (finite state machine) to convey conceptually how an enemy agent might work.

  • The agent is spawned and initially set to one of three High-Level behaviors (HLB) e.g. Patrol.
  • Each HLB has Sub-Behaviors (SB) which the agent can enact while set to a HLB e.g. Patrol Start.
  • An agent can transition to different SB’s and HLB’s under certain conditions e.g:
    • If Spotted Player
    • Begin Alert-Search
  • If the agent is killed, it goes into a dead state and is then despawned.

Attack Patterns

When attacking, the enemy agent will alternate between seeking cover, and shooting at the player. 

  • When in groups the agents should coordinate their placement to provide varied positions ahead of the player.
  • Enemy agents who are behind the player for sometime should refrain from attacking, and move to cover ahead of the player.

Al-Hambra Fortress – Uncharted Exercise

The following is a pitch for a section of a level set in the Uncharted franchise, inspired by the Al-Hambra fortress in Granada Spain.

Level Pitch

Hot on the trail of a big find, Nathan Drake’s destination is Al-Hambra’s Alcazaba (fortress) in search of a vital clue. Unfortunately for him, his arch-nemesis Doctor UptoNoGood and his mercenaries are already on the scene! Now our plucky adventurer must contend with them in-order to reach his goal!

Objective

Traverse the layout to the indicated door, and defeat any enemies encountered along the way.

Characters

Main Character

Nathan Drake: The player is Nathan Drake.

Enemies

Mercenaries: Foreign mercenaries hired by Doctor UptoNoGood. 

Please refer to the enemy design doc for behavior details.

Look and Feel

The layout is inspired by the Al-Hambra Alcazaba in Granada. Accordingly the look and feel should reflect as such.

The playable area should be derived from the Al-Hambra complex.

The layouts background should be a mix of the Spanish countryside and the city that surrounds the Alcazaba.

Continue reading Al-Hambra Fortress – Uncharted Exercise

Skadi’s Ice Temple – God of War Exercise

The following is Skadi’s Ice Temple, a level pitch for God of War (2018).

Overview

Atreus has been kidnapped by Skadi the Goddess of Winter in the previous level. With Atreus in tow Skadi has fled to her Temple in the snowy mountains. Kratos, chasing the Goddess, has finally arrived at Skadi’s Temple and now must ascend it to save his son.

Throne Room Reference Image

Beat 1 – Temple Entrance

Kratos storms into Skadi’s Temple. He is awestruck not only by the scale of the Temple, but by the great statue that is carved into the side of the Temples tower. Unfortunately Kratos has no time to dwell on such thoughts as he is not alone.

Dev Note – The view of the statue is foreshadowing Beat 3.

1.1. Skadi was well aware that Kratos was coming, but is overconfident. Standing atop a pyramid of stairs in front of an elevator, Skadi summons a massive ice wall across the room to block Kratos’s way forward. Next she commands her minions to attack, and proceeds up the elevator. As a result Kratos’s goal is established as reaching the elevator.

1.2. Following Skadi’s command a weak group of Temple Priests attack Kratos at the entrance.

Dev Note – The overall theme of the level is desecration. So having Kratos kill the Temple’s Priests feeds into that.

1.3. Kratos notices a huge chandelier above the ice wall with giant chains that hold it in place. Therefore he decides to destroy the chains that hold up the chandelier in-order to create a hole in the ice wall.

1.4. On approaching the first chain a stronger group of Temple Priests appear. They are more difficult because they have a height advantage and ranged units.

A partial view of one side of the room

1.5. Once they have been dispensed with Kratos proceeds to destroy the chandelier chain, and collect the nearby loot.

Cinematic Moment – Kratos tears the chain out of the wall. On doing so the chandelier drops violently. Cracks can be heard, the room shakes.

1.6. Noting the chain on the other side of the room Kratos heads towards it.

1.7. After defeating a more difficult group of enemies Kratos destroys the other chain (and again collects loot).

Cinematic Moment – Kratos tears the chain out of the wall causing one side of the massive chandelier to slam into the ice wall which destroys a large section of it, and
causes structural damage to the Temple Entrance.

Dev Note – Foreshadow the major structural collapse of Beat 3.

1.8. Kratos proceeds to climb the fallen chandelier, using it to proceed to the elevator.

Continue reading Skadi’s Ice Temple – God of War Exercise

Pocket Circuit Track Design – Yakuza 0

Recently I’ve been playing Yakuza 0. Though there were a couple of things I didn’t like (the occasional unskippable cut scene!), in general I loved it. As well as an absolutely world class story with fantastic voice acting, the game provides a wealth of content. Content that includes making a custom Pocket Circuit Track in a RC car racing mini-game. As a design exercise I thought this would be fun to do!

The track creation tool is fairly straightforward to use, and making tracks was fairly simple. Saying that I failed on my first attempt as I maxed the route length!

Slope City

For my first Pocket Circuit Track I started with an image in my mind which I drew.

First I made the basic shape. Seeing it in 3D I felt a desire to add lots of slopes to emphasize the windy nature of the track.

Continue reading Pocket Circuit Track Design – Yakuza 0

Bretonnia Hills

Using Warhammar 2’s Map Tool Terry I’ve recently published Bretonnia Hills V1, a map for Warhammer Total War 2. I did this to practice my map development skills of using height maps, sculpting terrain, painting textures, and placing meshes. It’s on the Steam Workshop – so check it out here!

Development

The bones of this kind of map is its terrain. To start with a solid foundation I began by finding a height map to apply to the terrain. Ultimately I chose data from a location near Trout River in Vermont.

Next I obtained the height map data, processed, and imported into the map editor tool Terry.

Following this I smoothed out some areas, and did a first pass on painting.

Next I found some areas I thought to be interesting and added some meshes from Warhammer 2’s library to add some points of interest. Meanwhile I playtest the map, and made iterative changes to the configuration of the start point, and geographical features.

After a number of iterations I then posted the map on the Steam Workshop, and presented it to the map makers at the Warhammer Map Makers Discord Channel. The Warhammer Map makers gave me some great feedback, and rightly pointed out the map needs more polish work.

I released the bones of the map, which in itself needs more work having very little work in terms of detailing, and extensive playtesting. The detail work will make some good practice so I intend to do more on that side, and post some updated screenshots!

Sketching Practice – 1

Since about over a month now I’ve started making sketching a common activity. Here are some that I’ve done.

Disclaimer: This is copy pasta art made for personal enjoyment/starting out!

One Piece

Samurai Jack

Misc

Also I’ve begun a course on Udemy to develop my drawing skills! This was the result of my first exercise!