Magic Woods

A game created by myself, Kimberly Shirley, and David Livingston

Magic Woods is a game created by myself, Kimberly Shirley, and David Livingston using adobe software before bringing them into Construct 2 to assemble for the game. We wanted to create a game that was visually appealing, and also include a teleportation mechanic to allow the player a bit more interactivity than simply jumping from platform to platform.

My responsibility was the background art, the level design, and assistant coding. The background was inspired by the artwork of Secret of Mana, fitting since this game had a decidedly fantasy bend. The glowing background lights were made by myself and David, a little bit of guessing and testing was involved to make them spawn reliably for the player to see without overwhelming the screen but it worked.

The level design was plotted out to ensure that the player would be able to test all the mechanics throughout the level. The beginner's section would give the players instructions they had to follow to surmount the obstacles in order to make sure they got the gist of it by the time they got to harder sections of the level. Teleportation as a mechanic made some aspects of the design challenging, as that meant I had to take into consideration distance, wall-thickness, and spacing since otherwise players would either kill themselves teleporting into walls or trivialize the level. While enemy placement made an additional obstacles, ultimately the real challenge I wanted to pose to the players was the environment itself, something the final section of the level has in spades much to the frustration, but eventual feeling of triumph, for play-testers.
It was a struggle to get the background effects to work correctly due to how Construct handles importing files along with some of the limitations of the free version of Construct 2, but luckily some ingenuity from our artists managed to make it simpler to add many of the pieces I believe we have created something fantastic to look at and fun to play.
Once the background, foreground art, animation sheets, and effects were done it was brought into construct and assembled. Coding took a lot of effort and sometimes animations didn't work correct but some persistance and playing around with the sprites in the construct file enabled them to work properly.
Additional Credits for the Music:
Spellbound Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/
Thunderbird Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/
Are you interested in playing? Then visit: http://www.newgrounds.com/portal/view/674098

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