Wednesday, 13 June 2007

Crates, Barrels & Games Teaching About Games


I was reminded recently about the joys of crates and barrels in games. The linked site has been one I have directed students towards for a couple of years with my tongue only partially in my cheek. Crates and Barrels are important, dammit. And are low poly space fillers and useful for a number of game purposes -- build stairways with crates, push and pull crates to reveal, smash crates with crowbar, hide behind crate, blow up barrel, roll barrel down hill -- ah, the ballet that is crates and barrels deserves its own PhD thesis.

Anyway, I thought I would post some screens from Super Crate Madness IV, a little game I built to demonstrate the basics of level design using crates and barrels as the primary assets. Its working title had been Antediluvian in some kind of conscious attempt to signal its knowing dependence on game cliches, and I have always thought of it as belonging to what should be a new genre -- Sarcastic Games.

Anyway, the idea was to build on basic find-key-open-lock structures to show how complexity is layered in game space:





If I get some time later I'll upload some bigger images to my Photobucket account. Actually, the whole thing is fully playable (although it has no audio beyond the SFX for events), and if I have a spare couple of hours I might get it into a polished state and release it into the wild.

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