I agree with your opinion on newbie games, Alan, but that's a tough one. No matter how good the engine is, or how well programmed the game logic is, the presentation depends on the artistic style and capabilities of the creator, and that is something difficult to learn, to the point that it is sometimes stated that certain people are not gifted with artistic ability.
I say bollocks to that, to everyone who has asked me "how did you learn to draw like that" my answer has always been "practice". I spent most of my childhood doodling, and even then, my skills suffer if I go for a long while without drawing.
The point of these mini-projects is, precisely, to practice my game creation skills, both in the presentation and in the underlying game logic, so they will probably suck, but hopefully will help the next one suck less.
Now that that mission statement is out of the way...
One of the things that I kept thinking about while reading the Gamasutra article is that, even though letting players figure things out is interesting, leaving just a single option to solve the situation can lead to frustration. And still, although not telling players what all the items in the game will look like could be ok, not telling them what their character can or can't do is not.
Still, most of the articles were about puzzle/exploration games, and I'll leave such a game for a future project.
Alan Bolte wrote:Also, please avoid anything genuinely irritating that adds nothing to gameplay
You mean, like the Turkeys from the South Park 3d game? For those who never played that (not too good) game, on the first level you were continually assaulted by waves of killer turkeys who kept going "
bblblblbblgrrglglglg". It was so annoying, that I had people come over to my room (back in college dorm) to
yell at me and tell me to turn it off. I'd have you know one of the enemy types I intend to use are based on those, specifically designed to be annoying as hell. And pink.
SAMAS wrote:When it comes to Platform Hell, I find the "Mess with your perceptions/assumptions" kind of hard more enjoyable than "there is only one exact way to do this and any other way results in death" kind of hard.
I'm guessing you've played the first level of I WAnt To Be The Guy? That game is an exercise on frustrating gameplay. I agree with you that playing with the player's perception is good, but there should be ways to find out how to solve a situation other than standing on the trap and getting killed just to find out where it is.