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Anatomy of a 2D Sidescroller

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Title: Anatomy of a 2D Sidescroller


1
Anatomy of a 2D Sidescroller
  • Luis Barriga

2
Before we start
  • Please turn off cell-phones and pagers.
  • Save your questions for QA after lecture.
  • Turn in feedback forms before you leave.

3
Introduction
  • Purpose of Lecture
  • Establish that 2D is a format and not a
    technology limitation.
  • Propose the analysis of 2D games as a tool for
    understanding universal gameplay fundamentals.
  • Dissect the common components of 2D games as well
    as their evolution throughout time.

4
Lecture at a glance
  • On having more Ds
  • Elements of a 2D sidescroller
  • 10 Model games

5
On having more Ds
  • 2D as a technological limitation
  • Immersion vs. abstraction
  • Ambiguity in representing 3D in 2D media
  • 2D and 3D as presentation formats

6
On having more Ds
  • 2D as a technological limitation
  • Since the mid-90s, 3D has been seen as an
    improvement over 2D. The next step
  • 3D capable platforms are more technologically
    advanced, thus not using 3D is often seen as a
    waste.
  • Even in very 2-d specific platforms, rudimentary
    3d engines are often seen as a tool for
    differentiation.

7
On having more Ds
  • Immersion vs. abstraction

8
Immersion vs abstraction
  • We experience the real world in 3d
  • We communicate abstractions in 2d
  • Letters
  • Maps
  • Symbols
  • Charts
  • Diagrams

9
Immersion vs abstraction
  • Spatial perception
  • The ability to mentally model/manipulate 3D
    images.
  • A skill that human beings develop over time (and
    are even tested on), it is a factor that must be
    considered when designing a game

An example of a spatial perception test taken
from http//www.exn.ca/brain/tests/
10
Immersion vs abstraction
  • A thought on gender
  • Psychologists have found that males have an
    advantage at spatial perception and object
    displacement. Even about finding their way
    around maps.
  • Theyve also found that females have an advantage
    at remembering landmarks.
  • I am not a psychologist.
  • http//www.unn.ac.uk/academic/ss/psychology/resour
    ce/py095/LECTURE7.HTM
  • http//www.psychology.mcmaster.ca/3l03sun/2000-200
    1W/spatial/0_Group_Game_FinalReport2.htm
  • http//psychology.unn.ac.uk/nick/HPlec06.htm

11
On having more Ds
  • Ambiguity in representing 3D in 2D media

12
Ambiguity in representing 3D in 2D
  • Technology impediment
  • Unless a less ambiguous 3d medium becomes
    commonplace (VR goggles, Star Wars Dejarik
    chesslike holographic display), the tightness
    of gameplay will not be the same in 3D as 2D.
  • To compensate games must often add a lot more
    room for error, snapping or automatic guidance.

13
Ambiguity in representing 3D in 2D
  • Format difficulties
  • Making sure objects are recognizable at any
    angle
  • Mediation (Camera) issues (3rd person for
    example)

14
On having more Ds
  • 2D and 3D as presentation formats
  • We should start looking at 3D vs 2D as a choice
    of formats that will enhance different types of
    gameplay.
  • 3D - Immersion
  • 2D - Abstraction pixel level accuracy

15
On having more Ds
  • 2D and 3D as presentation formats
  • Quite a few games have been pursued a 2D
    presentation on 3D platforms
  • Castlevania Symphony of the night
  • Viewtiful Joe
  • Contra Shattered Soldier
  • R-type Final
  • And more are sure to come -)

16
On having more Ds
17
On having more Ds
18
Elements of a 2D sidescroller
  • The character
  • The environment
  • Game objects
  • Game rules
  • Mediation

19
Elements of a 2D sidescroller
  • Note
  • Although we can dissect sidescrollers into
    components, more often than not elements are
    designed in parallel. For example designing a
    grappling hook toss also requires designing
    environment types that enable this move.

20
Elements of a 2D sidescroller
  • The character
  • From a gameplay standpoint heres what interests
    us about the character
  • Set of available actions
  • Visual footprint shape/size, its visibility and
    its ratio to the screen and other objects

21
Elements of a 2D sidescroller
  • Action sets
  • Interactivity is the core of what defines games
    what do you do in the game? vs what is the
    movie about?
  • Game characters are defined as much by their
    available actions as by the characters looks.

22
Elements of a 2D sidescroller
  • Example
  • I can shoot beams and missiles
  • I roll into a ball
  • I can freeze enemies to use them as platforms
  • Metroids Samus Aran

23
Designing Action Sets
  • Actions types
  • Generic (running, jumping, attacking)
  • Game-specific
  • Conventions
  • With a genre as well explored as side-scrollers,
    many actions have conventions associated with
    them
  • Feel free to ignore or work outside conventions
    but do so consciously (especially with core
    actions)

24
Designing Action Sets
  • Example Jumping
  • Pre-scroller fixed jump
  • Variable jump

25
Jumping conventions
26
Jumping Conventions
  • Button Assignment
  • B is action, A is jump
  • Variable jumping, Y
  • 2-tier jump
  • Gravity delay
  • Velocity reset (direct control feel)
  • Variable jumping, X
  • Direct control (character moves when directed)
  • Indirect control (changes acceleration)

27
Running Conventions
  • Mainstream controls dont always become
    conventions
  • Example 1 holding action button for running
    (Mario games)
  • Double tap d-pad became convention
  • In modern games shoulder button became
    convention
  • Example 2 Up Action button for secondary
    action (Ninja Gaiden, Castlevania)

28
Damage conventions
  • Touch damage model
  • Character takes damage whenever coming in contact
    with enemy (regardless of whether the enemy is
    attacking or not)
  • Brawler model
  • Characters only deal damage when attacking
  • Intermediate models
  • Shinobi, Kung Fu, others. Touching an opponent
    leads to either mutual repulsion with no damage
    or a captured state with slow damage.

29
Damage conventions
30
Damage conventions
31
Designing Action Sets
  • Game-specific actions
  • Refer to the greater vision or theme of the game
    to come up with suitable actions.
  • Bruce Lee Formidable fighting and acrobatic
    prowess - deep combo tree, wall flip, pole
    slide, etc.
  • Brother Bear Animal vs. Nature - Water sliding,
    balancing on logs.

32
Designing Action Sets
33
Visuals
  • Shape
  • Visibility
  • Size ratio

34
Visuals
  • Mental models and Game Engines
  • Characters in collision engines are usually
    represented as a box or collections of boxes
  • The player will develop his/her own mental model
    for the way the game world works.
  • A good correlation between the two will lead to a
    feeling of tightness in gameplay
  • A disconnection in the two will lead to sloppy
    gameplay.

35
Visuals
36
Visuals
  • Visibility
  • Player characters need to be distinguishable not
    just from the background but also from all other
    game objects.
  • Player characters actions and reactions need to
    be distinguishable from each other.

37
Visuals
  • Size Ratio
  • The size of a character cannot be judged in an
    isolated manner.
  • We need to consider the ratio of a characters
    size to
  • The screen
  • The characters actions visual footprints
  • Other objects

38
Size Ratio vs Screen
  • A screen must fit
  • A character centered roughly on the bottom
    leftmost third of the screen.
  • A characters full jump arc
  • A complete or near-complete encounter
  • Example a bare pit must have both of its ledges
    visible. A pit with an enemy threatening one of
    the ledges must also account for the enemys
    patrol range.
  • HUD and so on.

39
Size Ratio vs Actions
  • Ratio vs Jump
  • Jumps are usually tall enough to clear at least
    one character unit (so you can jump over
    equivalent enemies).
  • Jump should be small enough to not exceed the
    screen size of a centered character as its a
    convention to lock the camera through the natural
    arc of a jump.

40
Size Ratio vs Actions
  • Ratio vs. Attacks
  • Aim for your attacks to extend at least around
    one character unit out.

41
Environment
42
Environment
  • The Environment
  • The environment can only be analyzed within the
    context of handling.
  • A Mario level will play very differently with
    Spider-man as a player character.

43
Environment
44
Environment
  • Building levels
  • There are many approaches to building levels.
  • Its always good to prototype a level before
    dedicating art to it.
  • Building metrics. The characters actions imply
    metrics, good levels take these into account.

45
Building levels (continued)
  • Build encounters
  • Encounters are group of environment sections and
    game objects that need to be considered by the
    player in conjunction
  • Once an encounter works, use it as a building
    block.

46
Building levels (continued)
  • Build a narrative
  • Sometimes you just have a strong vision of
    moments of gameplay.
  • In these cases linking these in a narrative form
    and translating the narrative into a level works
    well.

47
Building levels (continued)
  • Example
  • Bears sliding down waterslide.
  • Bears getting shot off the end of the
    waterslide.
  • Bears landing directly into a balancing act
    position.
  • This led me to design a level where you slide
    down a long section, avoiding rocks, collecting
    berries, get shot off the end of the waterslide
    and landed on a log.

48
Building levels (continued)
  • Metrics

49
Building levels (continued)
  • Jump Metrics
  • Jump height
  • Jump reach
  • Jump width
  • Other Metrics
  • Landing space
  • Crawl space

50
Building levels (continued)
51
Game Objects
  • What are they?
  • Game objects are everything that the player
    character (the subject) acts upon.
  • Enemies, breakables, collectibles, doors, etc.

52
Game Objects
  • Heres something key
  • If your objects only provide your player with one
    action the game will play itself
  • Having dual or multiple use objects, allows the
    player to make choices and increases the the
    depth of your gameplay.
  • Examples Samus can blast an enemy or she can
    freeze it and use it as a platform. Mario can
    hop on a turtle and leave it or he can kick the
    shell towards other enemies.

53
Game Objects
54
Game Objects
  • Use them to magnify player character actions
  • Problem Bruce Lee We wanted combat to be
    engaging, but foot soldiers to not be very
    threatening (except in numbers).
  • We focused on giving enemies interesting ways to
    be beat up.
  • Height and direction sensitive hit animations
  • Disarms
  • Using enemies as projectiles

55
Rules
  • Very, very broad topic
  • Victory and defeat conditions
  • Rules governing saving and retries
  • Associated conventions
  • Falling off the bottom of the screen
  • Exiting at the rightmost end of a level

56
Rules
  • Come up with rules that engage the player at
    different levels
  • Damage model - immediate well being of
    character
  • Skill tree - strategic advancement of character
  • Time limit - urgency for completion of goal
  • X Collectibles to do Y - medium term objective
  • Points and currency - long term or lateral goals
    (secrets unlockables, etc.)

57
Mediation
  • Camera
  • Centering
  • Scaling
  • Views
  • Straight 2D
  • Floor-tilt view
  • Cabinet

58
Camera
  • Camera what camera?
  • Believe it or not, cameras in 2D games arent
    freebies.
  • You only really notice a camera if its bad.
  • A good sidescroller camera focuses on what the
    next encounter is going to be (above and ahead of
    the character).

59
Camera
  • Centering
  • As mentioned before, focus more on what is to
    come than what has passed already.
  • This basically means centering the character in
    the lower third of the screen with the horizontal
    space divided 1/3 behind it and 2/3 ahead of it.
  • Also as stated before this should give the player
    a good view of encounters to come.

60
Centering
61
Camera
  • Scaling
  • Limited platform support in 2D platforms (SNES,
    Neo Geo, Game Boy Advance)
  • Sacrifices certain features (less layers, less
    sprites)
  • Allows you to depict larger encounters (or even
    multiple encounters) in their entirety by zooming
    the action out when needed.

62
Views (for non-3D graphic engines)
  • Straight-on 2D
  • Every orthogonal surface is a line (i.e. you
    cant see walls, ceilings or floors)

63
Views (for non-3D graphic engines)
  • Floor-tilt view
  • Same as straight-on view but fake the angle so
    the player can see the floor.

64
Views
  • Cabinet view
  • The cabinet view is probably the hardest to
    implement.
  • It consists of a view similar to the full-on 2D
    view but the player can see the wall and the
    floor.

65
Views
66
Views
67
Views
68
10 model games
  • Not the best or most well known
  • Offer a good variety of examples for reference
  • Come up with your own set of model games

69
10 model games
  • Game Batman
  • System NES
  • Why?
  • Tightest wall jump in any game
  • Greatest game over music ever

70
Batman
71
10 model games
  • Game Strider
  • System Arcade/Genesis
  • Why?
  • Sloped terrain with matching leg movement
  • Wall clinging and hand over hand action
  • Gravity reversal
  • Swooshes!!
  • Shinobi or Ninja Gaiden will also work as action
    game templates

72
10 model games
  • Game Metroid
  • System NES
  • Why?
  • Interconnected levels
  • Linking of skills progression with level
    progression

73
Metroid
74
10 model games
  • Game Contra IV, the Alien Wars
  • System SNES
  • Why?
  • Special FX
  • Bosses

75
10 model games
  • Game Ghouls and Ghosts
  • System Arcade, SNES, Genesis
  • Why?
  • Dynamic terrain
  • Difficulty benchmark (if your game is harder than
    this, youre screwed)

76
10 model games
  • Game Bionic Commando
  • System NES
  • Why?
  • Example of a game that does without one of the
    core sidescroller mechanics (jump) successfully.

77
10 model games
78
10 model games
  • Game Double Dragon I
  • System Arcade, NES, Genesis
  • Why?
  • Ok, so its not a 2D game (2.5D)
  • Establishes the brawler damage model as well as
    you need to understand it.
  • The entire series (except 5) can be looked at for
    progression in variations.

79
10 model games
  • Game Mega Man
  • System NES, SNES
  • Why?
  • Swappable action sets

80
10 model games
  • Game Lost Vikings
  • System SNES
  • Why?
  • Single-player multi-character puzzles

81
Lost Vikings
82
10 model games
  • Game Super Mario All-Stars
  • System SNES
  • Why?
  • Because all you need to know is probably here.

83
QA
  • Questions, comments?
  • For additional information email me at
  • luis_at_vvisions.com
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