I've often thought that the point, or the core concepts, of Protonaut have been lost because there is no good demonstration level - and all the levels submitted are by Fantastic-Contraptioners. It keeps the game looking like something it's not, so I decided to rectify that today.
But first, maybe I should talk about game mechanics vs. gimmicks.
Game Mechanics are the fundamental cores of gameplay. Mario is a platformer, and he squishes enemies by stomping on them. His various suits (fire flower, raccoon, etc.) offer up different mechanics you can play with, and they fundamentally change the game.
Gimmicks are the things that sound cool on paper, that look awesome, or are "neat" - but don't actually contribute to the gameplay in any meaningful sense. I like broadly lumping "realistic graphics" into this category. Sure it might look cool, and it might even sell a few extra copies based on game-footage and screenshots. But does it actually affect gameplay? No.
The thing is, it's really very easy to think up good gimmicky things. Camera tricks, dazzling explosions, distorting the image based on explosion shockwaves.. The list can go on and on. These are the low-hanging fruits of the feature tree.
I sat back today and thought about all the ideas I've been having. They're all largely gimmicky. I wanted the game to have a bit more meat to it - a bit more fun. Let the game stand on it's own two feet before I start swiveling cameras around. I think maybe I was overthinking the problem before, and I think I've hit upon a simple solution that fundamentally changes the game.
Previous to Build 24, all the round elements (Hydrogen, Oxygen, and Nitrogen) were identical except for the graphics. Now, Hydrogen is lighter-than-air and has the capacity to lift things; Nitrogen is dangerously unstable and can kill the player. Oxygen remains inert and simply rolls around.
The catch is - you still have to "collect" (destroy?) all three of them. If you let the Hydrogen float away from you, the level can become impossible. Nitrogen is tricky, as you can only set it off with your little flingalbe sticks (rods of ice? TNT? atomic detonators?).
Carbon and Aluminum still remain, of course - Aluminum being very heavy and capable of killing the player by falling upon him (and remains indestructable in and of itself), and Carbon provides a more utilitarian role as a "wheel" (that can be destroyed).
Before now, the game was largely about grabbing items in the correct order to prevent the collapsing structure from burying you (or the target elements). Though this might have a neat puzzly aspect to it, it is much better executed with a simple clicking interface. Running around on the structure was largely a chore and not exactly fun.
Now the levels can have all sorts of dynamics - a Hydrogen isotope floating a chain of explosive Nitrogen towards the player, for example. Puzzles triggered by lifts and dangerous rolling elements to dodge. Stacks of Aluminum to anchor and weigh things down. Levers, pullies, platforming fun!
Now, this is a lot to add to the game. Even though the amount of work behind it was marginal, the impact it has is grand. Now, more than ever, I needed a level that was easy - quick to play through - had a low risk of death/restart - and demonstrated all the core concepts of the game. And thus was birthed the first incarnation of the tutorial.
In the level I demonstrate how each of the elements work. What needs collecting and what isn't collectible. I introduce movement, jumping, and walljumping. There is a few places where you need to use the throwing stick to grab Nitrogen. I slowly introduce the concepts of bonds, and give a small sampling of different effects and puzzles that bonds can produce. I even demonstrate some unique properties (ie: structural bonds go through terrain), and top it all off with a "boss fight" of sorts.
I think I was successful in demonstrating that this game can stand on it's own two feet on the basis of elements alone. Using bonds is completely optional and you can actually have a fun, puzzle-y time without using them, and just focusing on the platforming aspect of the game. Level designers should be focusing more on the "wall" item, and get used to what you can accomplish from that level. Use bonds as a method of enhancement, not a focus of design.
A few other folks have stumbled upon some unique designs that speak to the essence of the game - Ryan Madsen for example, and a few others. I can't link to them now, as these changes have essentially ruined their designs. I never claimed to be an expert level designer, though, and I hope my level can inspire others to create even better ones.
I am a very happy guy right now.
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