Posted May 31, 2024 by buggy blister
Game Title: Skybound Ascension
Author: Joshua Crisford (ID: 574082)
Unit: KIT109 Games Fundamentals
Version: 29/05/2024
Please note:
Generative AI was not used in the creation of this game what so ever. Chat GPT was, however, used to spell and grammar check documentation and devlogs the content of which is my own words - Josh
Skybound Ascension is a vertical platformer adventure featuring handcrafted levels that challenges players to ascend to the sky through diverse environments. Precise controls, strategic jumps, navigation through obstacles, and unlocking power-ups are crucial to success. The game is rendered in a 16-bit pixel art style with a matching soundtrack, providing a nostalgic experience reminiscent of 90s platformers.
Platformer/Adventure with retro elements. Skybound Ascension blends classic platformer action with adventurous exploration in handcrafted levels.
Skybound Ascension differentiates itself by combining handcrafted levels, precise controls, and an 8-bit aesthetic with a focus on vertical gameplay and strategic navigation. Inspired by Doodle Jump, Jump King, and Celeste, it captures the essence of these games while offering a unique blend of their elements.
The main menu features the game's name, "Skybound Ascension," displayed against a retro pixel art background of a towering, old, overgrown structure disappearing into the sky. It allows players to start a new game, continue from chosen level, see high scores, access settings, or quit the game.
The level selection screen allows players to choose from various unlocked levels to play. Each level is represented by a unique number, along with a brief description of its environment and challenges. This screen provides an overview of the game's progression and the different levels awaiting exploration. It contains a close button to return to the main menu.
The high score screen showcases player’s personal best times for each level. This screen motivates players to improve their performance by providing a competitive benchmark. The window contains a close button to return to the main menu.
The options screen allows players to customize their gameplay experience. It includes settings for audio levels and graphic settings. Players can adjust the volume of music and sound effects using the provided sliders and select graphics quality to improve visual fidelity or maximise performance. This screen provides the flexibility to tailor the game to individual preferences, ensuring an optimal and personalized gaming experience. It contains a close button to return to the main menu.
The gameplay screen shows displays the current gameplay in action. It includes the player character navigating through the environment. Essential information such as the player’s current stamina (bottom right), a timer and the pause button (both top left) is shown on the HUD. The screen may also feature environmental details and effect that change dynamically based on the level, such as weather conditions and hazards. Power-ups to be collected are displayed as rotating boxes with question marks on then and stamina pickups as animated stars. Selecting the pause button with pause the level and open the pause menu.
The pause menu features four buttons. From left to right those buttons are; home button (returns the player to the main menu), options button (opens options menu), restart button (restarts the current level), and resume button (resume the current level).
Skybound Ascension features a variety of power-ups strategically placed throughout the game to enhance the player's movement abilities. These power-ups are essential for overcoming the increasingly challenging levels and are retained for future use once collected. Each power-up has a unique function and can significantly alter gameplay:
All power-ups require stamina to use, adding an extra layer of strategy to their deployment. Each level allows the collection of a new powerup, the ability of which is carried over to future levels.
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The stamina mechanic is a critical aspect of Skybound Ascension, designed to enhance the game's challenge and balance. Players can have a maximum of 100 stamina points at any given time. The current stamina level is displayed by the stamina bar located at the bottom right of the screen.
Stamina is consumed when using power-ups, requiring players to manage their resources carefully. To replenish stamina, players can collect stamina stars scattered throughout the levels. Each star collected grants 10 stamina points, encouraging exploration and strategic use of abilities to progress through the game.
Skybound Ascension blends punishingly addictive gameplay with meticulously curated levels, providing an ultimate test of skill and determination. Its nostalgic 16-bit aesthetic, strategic power-ups, and challenging environments ensure an engaging and rewarding experience. Whether you're seeking a nostalgic thrill or the ultimate challenge in Iron Man mode, Skybound Ascension invites you to ascend to the skies.
Overall, the final version of "Skybound Ascension" closely aligns with the original vision laid out in the concept document in terms of gameplay mechanics, aesthetics, and level design. While some features mentioned in the concept are present, others are missing, and some new features have been introduced.
The gameplay mechanics stay true to the platformer style, requiring precise and careful movement from the player. The vertical progression through levels matches the concept’s description. However, the game’s difficulty does not quite reach the level envisioned in the concept. This is primarily due to challenges in designing well-balanced levels, which I found difficult to execute effectively.
Despite this, the inclusion of power-ups adds an unexpected layer of challenge. Players need to use power-ups strategically to complete levels quickly, which enhances the gameplay experience. While the power-ups implemented align with the concept, fewer were included in the final version than originally anticipated. This was due to the scope of the game being too large for the limited time available. However, the power-up functionality is coded in such a way that adding new power-ups would be relatively straightforward. The main challenge would lie in designing levels suitable for these new power-ups.
The final game’s visual style closely mimics the description laid out in the concept document. While the concept described an 8-bit style, it was intended to convey a pixel art aesthetic. The final result stays true to this pixel art style and maintains consistency throughout the game.
The audio design in the final game features chiptune music and 8-bit sounds as described in the concept. This audio design complements the pixel art style, achieving an accurate representation of the original vision.
The concept document specified four unique environments, implying multiple environment types for each level. This was only partially realized, as the final game includes only two levels, limiting the showcase of this design choice.
Level 1 features a temple environment, while Level 2 is set in ruins, each with distinct world sprites. However, the gameplay did not feel particularly different between these levels. This is primarily because the unique environmental effects mentioned in the concept were only implemented in Level 2 and were not impactful or noticeable.
The goal of having more levels, each with unique effects, was not well achieved. This was due to limited development time and my personal challenges with level design. Despite this, the levels do visually differentiate themselves, staying true to the visual variety described in the concept.
The game concept document specified the following key features. Below is a discussion on the final game's implementation of each feature:
This was achieved to some degree. However, the level of challenge could have been higher to align better with the concept document. The subjective nature of what constitutes "challenging" makes this difficult to judge. The main factor limiting the challenge was poor level design, although the player movement mechanics did increase the difficulty positively.
The movement mechanics were accurate to the vision laid out in the concept document. This feature was successfully integrated into the final game.
Handcrafted levels were featured in the final game as described in the concept. The alternative to handmade levels would have been procedurally generated levels, but this wouldn’t have been a realistic addition given the scope of the game. Therefore, handmade levels were always the intended approach.
This was partially implemented in Level 2 with a wind effect that pushes the player while in the air. However, this feature did not offer significant new challenges and opportunities due to difficulty in balancing the effect. Better level design and more testing could have improved this feature.
While the "8-bit" aesthetic was not specifically achieved, the pixel art style with matching sounds and music was successfully implemented. Using 8-bit sprites was experimented with, but a different pixel art style resulted in a more visually pleasing aesthetic, which aligned more with the envisioned look.
Power-ups were included, but not as many as suggested in the concept. The final game featured double jump and dash power-ups, which provide temporary boosts limited by the player's current stamina.
Checkpoints were included in Level 2, which featured hazards that reset the player. Level 1 did not include checkpoints as it lacked significant hazards. The checkpoints in Level 2 helped reduce player frustration.
This feature was not included in the final game. It was determined that a perma-death mode, which would primarily disable checkpoints, did not add meaningful value to the game.
Overall, the final game incorporated many of the key features from the concept document, though some were not fully realized due to time constraints, design challenges, and decisions made during development.
In addition to the features outlined in the concept document, several new features were introduced during the development of "Skybound Ascension." These additions were made to enhance the gameplay experience and address certain design challenges encountered during development. Below is a discussion of these new features, why they were chosen, and what they added to the final game.
A new feature introduced in the final game is the stamina system, which includes a stamina bar and stamina pickups that increase stamina. This system was chosen to add a strategic layer to the gameplay. The stamina bar limits the use of power-ups based on the player's current stamina, requiring players to manage their resources carefully. This addition enhances the game's depth, encouraging players to think ahead and plan their moves, making the gameplay more engaging and challenging.
Another feature added is the level timer integrated with a highscore/best time recording system. This feature was chosen to introduce a competitive element to the game. By recording and displaying the best times, players are motivated to improve their performance and replay levels to achieve faster times. This adds replayability to the game, as players are encouraged to refine their skills and compete against their own or others' best times.
Hazards that reset the player upon collision were also added. These hazards introduce a significant challenge to the game, requiring players to navigate levels with precision and caution. This feature was chosen to increase the game's difficulty and add a sense of urgency and risk to each move. Hazards make the gameplay more dynamic and unpredictable, which keeps players engaged and on their toes.
The addition of these features significantly enhanced the final game, making it more strategic, competitive, and challenging. The stamina system added a resource management aspect, the level timer and highscore system encouraged replayability and competition, and the hazards increased the difficulty and engagement. These features collectively contributed to a richer and more fulfilling gaming experience, aligning with the overall vision of creating a challenging and engaging platformer.
In the Week 12 Testing Session for "Skybound Ascension," the primary focus was on evaluating the game's controls, visual appeal, tutorial clarity, audio elements (music and sound effects), balance of power-ups, overall fun factor, player movement mechanics, and identifying any bugs or issues. Testers were asked to provide feedback on how intuitive and logical the controls were, the attractiveness of the game's visuals, the clarity and succinctness of the tutorial messages, the suitability of the music and sound effects, and whether the power-ups unbalanced the gameplay. Additionally, they rated the game’s fun factor on a scale of 1 to 5 and shared their experiences with player movement, noting any specific issues or suggestions for improvement. Finally, testers reported any bugs encountered and provided suggestions for enhancing the game. This comprehensive feedback aimed to identify strengths and areas for improvement to refine and polish the final game submission.
· Level 1 general world and object sprites -
Anokolisa 2022, Legacy Fantasy Pack Temple, Anokolisa/Itch.io, 1st December 2022, viewed 5th May 2024, https://anokolisa.itch.io/pocket-pack-black-temple
· Level 1 & 2 ground, background, some objects, and dirt world sprites -
Anokolisa 2024, Side Scroller Pixel Art Asset Pack Forest, Anokolisa/Itch.io, 13th February 2024, viewed 5th May 2024, https://anokolisa.itch.io/sidescroller-pixelart-sprites-asset-pack-forest-16x16
· Level 2 general world and object sprites -
Anokolisa 2022, Legacy Adventure Pack Ruins, Anokolisa/Itch.io, 26th December 2022, viewed 14th May 2024, https://anokolisa.itch.io/legacy-adventure-pack-ruins
· Animated player sprite pack -
RVROS 2018, Animated Pixel Adventurer, RVROS/Itch.io, 12th November 2018, viewed 5th May 2024, https://rvros.itch.io/animated-pixel-hero
· Pickups including stamina stars and power up animation sprites -
Maccari Dani 2024, Jump Pack Items & Powerups, Maccari/Itch.io, 19th February 2024, viewed 13th May 2024, https://dani-maccari.itch.io/platformer-metroidvania-pixel-items-free-assets
· Moving platforms sprites -
Anokolisa 2022, Legacy Adventure Pack Forest, Anokolisa/Itch.io, 2nd December 2022, viewed 14th May 2024, https://anokolisa.itch.io/legacy-adventure-pack-forest
· Checkpoint flag animation sprites -
Ankousse26 2023, Free Flag with Animation, Ankousse26/Itch.io, 16th June 2023, viewed 26th May 2024, https://ankousse26.itch.io/free-flag-with-animation
· Levels, options, scores, and tutorial background panels -
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· All GUI buttons and other interactable elements -
bdragon1727 2024, Basic Pixel GUI and Buttons Pack 2, bdragon1727/Itch.io, 7th April 2024, viewed 20th May 2024, https://bdragon1727.itch.io/basic-pixel-gui-and-buttons-pack-2
· Main font used in all GUI elements and custom text (NOT including buttons and other sprite elements) -
Tiny Worlds 2023, Thaleah Fat, Tiny Worlds/Itch.io, 21st July 2023, viewed 20th May 2024, https://tinyworlds.itch.io/free-pixel-font-thaleah
· Level 1 (Three Red Hearts – Modern Bits) and Level 2 (Three Red Hearts – Penguin Town) background music -
Brackey 2024, Brackeys Platformer Bundle, Brackey/Itch.io, 26th April 2024, viewed 20th May 2024, https://brackeysgames.itch.io/brackeys-platformer-bundle
· Main menu background music (Time for Adventure) -
Tall Beard 2024, Music Loop Bundle, Tall Beard/Itch.io, 30th April 2024, viewed 20th May 2024, https://tallbeard.itch.io/music-loop-bundle
· Interactables and some player SFX (wall jump, wall slide) -
Jdwasabi 2021, 8-bit/16-bit Sound Effects (x25) Pack, Jdwasabi/Itch.io, 25th May 2021, viewed 21st May 2024, https://jdwasabi.itch.io/8-bit-16-bit-sound-effects-pack
· Player SFX (jumping, dashing, collect stamina) -
Kronbits 2023, 200 Free SFX, Kronbits/Itch.io, 07th June 2023, viewed 21st May 2024, https://jdwasabi.itch.io/8-bit-16-bit-sound-effects-pack