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Spooky Da Ghost

Event: Young Games Designer AwardsDate: Saturday 29 June 2019  Venue: BAFTA, 195 Piccadilly, LondonHosts: TBC-Area: Game StillsBAFTA/Pavanjot Towm

Spooky Da Ghost (Clickteam Fusion 2.5) - Pavanjot Town (13) Rochester

“Prepare for a fun time filled with rage and maybe laughter.”

You go through a tutorial level that is quite easy then you go to the menu to pick level two. This is the hardest level in the game, it is a gravity shift level. After you complete that level by getting 100 points, you then watch a short animation where something happens to Spooky and leaves the game at a slight cliff-hanger. You are then taken to the end page where you read a short message then you can press a button where it then exits the application. This game is the story of Spooky trying to get back his powers which could lead to a bad ending for Spooky.

I have learnt many skills using Clickteam Fusion and Piskel. Many of these include new things such as learning how to code certain things and many of these include improving old skills that I knew but were not too good at. Now I can create games using Clickteam Fusion using the platform movement object and I could create a new one without looking at my older versions of my game. Through looking at the older versions of my current game, I have seen how my skills have grown and how much my game has evolved due to me learning new skills. I can now create collectables, enemies and blocks that damage you. I have also learnt how to animate and create sprites using Clickteam Fusions and Piskel by creating many concept characters and using these tools frequently. I can now create walking animations, idle animations, item, sprites (characters) and many more. Without this skill game development would be quite hard as you need characters to base your game off or else you design a whole game and then change it because your sprite looks different to the genre that your game fits now. I believe that I have learnt a lot of skills, but they did not always work and only worked because I tried repeatedly. I also learnt how to use wireframes, storyboards and map designs efficiently.

I encountered a difficulty in my game when I was creating my gravity shift feature. This was when it would sort of glitch and sometimes the character would glitch out, What I then did was first make sure that every frame had the same crop and so did the bricks, After I asked around and I was told about using flags, so I tried that and it worked. It may take more complexity but at least it works. I believe that this feature was worth it as it made my game's potential higher and it made it more fun.

I would add another level where it would add more on the story of what happens after the animation, so like a flashback level where it tells the player about why spooky cannot get overloaded with power. I would also try to add more interesting features that would make sure that my game never gets boring. I would also try and see if I could add a two-player mode. All these features would greatly improve my game but I would mostly look at the feedback that I have received and then improve my game from then on.