The door problem in Project Yara

September 4th, 2014 Posted in Uncategorized | No Comments »

Are there doors in your game?
Yes loads of doors

Can the player open them
Can the player open every door in the game?
Yes all of them no exception this is a system based game
Or are some doors for decoration?
How does the player know the difference?
Can doors be locked and unlocked?
Yes all of them, both by player and NPC’s
What tells a player a door is locked and will open, as opposed to a door that they will never open?

Does a player know how to unlock a door?
This is the fourth thing introduced in the game (after movement, dialogues and item manipulation)
Do they need a key?
To hack a console?
To solve a puzzle?
Probably not as all doors need to be usable by NPC’s
To wait until a story moment passes?
Not really, in a way yes via gear gating
Are there doors that can opened but the player can never enter them?
Where do enemies come from?
There is no fighting is Project Yara

Do they run in from doors?
How does the player open a door?
Go near the door and press A. Use key to unlock/lock
Do they just walk up to it and it slides open?
Some of them might
Do doors lock behind the player?
No, unless a remote key is introduced
What happens if there are two players?
Project Yara is a single player game
What size is a door?
A door is just big enough to let one person in at a time
Does it have to be big enough for a player to get through?
What about allies following you?
In the case of project Yara NPC’s are able to open and close door alone. So that should be no problem.
How many of them need to get through the door without getting stuck?
Only one person at a time.

Door pixel art

September 3rd, 2014 Posted in Uncategorized | No Comments »



Door research

August 31st, 2014 Posted in Uncategorized | No Comments »

Let’s begin with the most easily way to represent a door: A door that lets you navigate down in the depth layers but without the ability to come back.
These doors are beautifully represented in mario worlds:

I love this one partiular because it embeds the input prompt in its design:

Now let’s move on to another type of door: the door between two adjascent rooms in a side scrolling view.
Usually the best way to make sure your door looks like one is to use perspective:

Another perspective:

However some games choose not to have perspective for different reasons.
Entirely ditching perspective is dangerous because the door is more difficult to represent.
The opening animation is not really a problem and games have used a number of solutions in the past.
For example the classical ornate door in Castlevania:

Or the uplifting door in MegaManX:

The real problem being to identify the object as a door before the player runs into it!

And here is Gokham

August 29th, 2014 Posted in Uncategorized | No Comments »




20 pixels high Anouk!

August 17th, 2014 Posted in Uncategorized | No Comments »



Low res Yara for a prototype

August 7th, 2014 Posted in Uncategorized | No Comments »

Petite Comète Trailer

February 22nd, 2013 Posted in Uncategorized | No Comments »

Clic Here to view the trailer

Trois jeux sympas à explorer

April 11th, 2011 Posted in Uncategorized | No Comments »

captain Forever
Sleep Is Death