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3D JUMP'N'RUN

3Dジャンプアンドラン

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このプロジェクトの最初のアイデアが浮かんでから3年後、レベルをデザインするためのコンセプトの計画ができました。古典的なスプライトベースのゲームへの言及は非常に役立ちますし、ところでなぜまた改めて車輪を開発する必要があるのでしょうか?

PLATFORMER CONCEPT DESIGN

プラットフォーマーコンセプトデザイン

Back in 2018 I brainstormed about a 3D jump'n'run concept like Super Mario Bros. in a voxel or low poly environment. Because voxel graphics were new for me and had that special retro charme I decided to build the concept on voxel graphics. Modelling and rendering in this project was made in free 3d graphic software Magicavoxel by Ephtracy.

Brainstorming

ブレインストーミング

The game concept consists of several worlds that are separated into several levels (like Super Mario Bros.) while each world represents a specific theme. Levels are made of individual blocks/voxels. Each block is valued with a specific amount of cudos. With approaching time the level decomposes into small chunks and disapears layer by layer and block by block from the starting point of the player. From the physical perspective levels have specific weather conditions that are depending on the specific world theme like windy, slippery, frosty etc.

Gameplay Mechanics

ゲームプレイメカニクス

The goal of the game is to accomplish the last level and setting a overall high score. The goal of each level is to accomplish each level/world within a given time. After the completion the gamer gets rewarded by a high score is based on cudos. Cudos can be earned via defeating enemies (value is depending on enemy's strength) or completing the level in time. The remaining time is added to cudos stock. Further cudos can be earned by clearing the amount of remaining hearts after completing the level. The remaining hearts are added to cudos stock. Cudos can also be earned by summing up the remaining level blocks (voxels) so the remaining level blocks are added to cudos stock too. The gamer starts with 3 "lifes". A life can be collected via "holy grail" item. Extra lifes are generated after reaching a specific cudos amount. The difficulty degree depends on the daytime, while the daytime depends on local time of the gamer. The atmospheric conditions and gained cudos play a role too. As well as the amount of remaining level blocks (voxels). The remaining level blocks are added to cudos stock too.

Graphics

グラフィックス

The level models models are made of voxels while the detailled designed characters are made of low poly models. Weather effects are an important style feature in the concept. E.g. cherry blossoms from trees are taken away by the wind. Trees, flowers and vegetation is animated and moves with the wind.

Character Design

キャラクターデザイン

Early character concepts
Early character concepts - 初期のキャラクターコンセプト

In the early concept stage the main character was a batman (similar to Sherbat from Viva Pinata IP by RARE). The main character has fur, can run and jump. Some enemies have items that emit light (like lanterns or eyes). Enemy appearance and streangth is depending on daytime conditions and the game progress of the gamer. It took me nearly 1 1/2 years to start with designing the 1st artefacts for this project. I refined the idea of the main character an decided replace the bat by a bear. Sasha is his name, he comes from Russia and of course he loves vodka and honey. The early character concepts were huge voxel models that were not really handy and not useful. And to be honest they were ugly and totally out of scale. Thus by following the "Readability" approach I downscaled the final character from iteration to iteration. Downscaling makes totally sense because if you don't need those extra voxels then using large voxel models is totally idiotic and brings no added value.

Improved character concepts
Improved character concepts - 改良されたキャラクターコンセプト

Upgrade System

アップグレードシステム

Besides character design I also thought about a nice upgrade system that enables the main character to gain special powers for a limited time frame. Because the Sasha is a heavy drinker and vodka lover I had the idea of several vodka drinks with special ingredients provided by Masha.

  • White Russian: Vodka with milk.
  • Baikal Bay Breese: Vodka with coffee on the rocks.
  • Chocovara: Vodka with hot chocoloate.
  • Kefir Colada: Vodka with fermented milk.
  • Red October: Vodka with strawberry flavoured milk.
Items
Power Up Concept - パワーアップコンセプト

Level Design

レベルデザイン

years after the 1st ideas popped for this project I had a concept for designing the levels. References to oldschool sprite-based games are very helpful, and by the way why the hell it is necessary to develop the wheel once again? Designing complex models or objects is time and resource consuming. In sprite-based games it is a common best practise to decompose the graphics in a game into patterns that can be re-used to design larger objects. In computer graphics scene those patterns are called tiles (2D). This approach is not really new because it refers to the word "modularity".

I did so and designed basic model elements that can'tbe decomposed any further. The elements have base dimensions of 21x21x21 voxels. Smaller elements like tree trunks are 7x7x21 voxels while one tiny foliage element is 7x7x7 voxels. The main variation of elements is realized by varying the colors/textures and the elemenatry structure of the element. Finally I got the following base elements ...

  • Vegetation blocks.
  • Rock blocks.
  • Item Block.
  • Water, snow and cloud blocks
  • Tree blocks.

Additionally I designed several instances of a bear model that can be used for a frame by frame animation sequence.

Model Modules
3D Jump'n'Run Concept Design (voxel assets) - 3Dジャンプアンドランコンセプトデザイン(ボクセルアセット)

Outlook

展望

This prototype level took me 4h. I guess the overall idea of the project has got potential for a reloead. However in retrospective I believe that voxel graphics are not the right representation for this project. Low poly would fit better because polygon graphics are resource efficient and the rework effort is not such huge like doing that stuff with voxels. Voxels are also limiting the creative freedom in designing characters and especially the kinematics of movements. No Minecraft is a really bad example.

Platformer
3D Jump'n'Run level concept - 3Dジャンプアンドランレベルコンセプト