Practical Work - MOBO - The Concept

I know I've been talking an awful lot about what my game involves, but haven't really given you much
detail up until now. Well that's going to change right now.

You may remember that on my first post, where I talked about what inspired me to choose this brief I left two things at the bottom as a teaser for what was in my mind. Here they are again -

CircuitBoard



That was in september. Since then I've done a good deal more thinking regarding this project, and now I feel I've sufficiently done enough to expand on these two things. So without further ado I give you my game concepts.

I decided not to put this all as a single post because my previous blog suffered from extremely lengthy posts, in its practical posts in particular. As such I'm trying to make this a bit more digestible for you viewers. The concepts are split up into 5 different sections. I'd recommend reading each one since they each play into each other. Click on any one of the links below and you'll be taken to the respective page.

1. The Setting
2. The Mechanics
3. The Objects
4. The Playable Character
5. The Name

5. The Name

What is commonly the case with me is that I don't decide on a name until I've got my concepts sorted. It helps to keep your imagination up in the air, where you can think of things more freely. When you do decide on a name, it's meant to sum up what your game is about, its style, its setting, its mood.

From the concepts I'd thought up initially I knew my game was going to be set inside a computer, or have computer circuitry as its key feature, and thanks to the results on my questionnaire that I carried out last year, as well as my own preference, I knew I wanted to make a puzzle game. From that I started drafting names. Obvious ones came to mind to begin with -

- CODE
- CIRCUIT
- CircuitBoard

For a long time I actually decided that my project would be called CircuitBoard, hence the name being used to initially showcase my idea. Back at that time I was choosing my names based purely on the mechanics and setting of the game, since they were the elements I'd put proper thought into. My initial thoughts were that the game would be about repairing broken circuits inside your smartphone's operating system, and the name CircuitBoard seemed to be the best option.


I hadn't actually come up with Mobo's character design or name back then. After he was made though, my thought patterns changed, since I now had this key element developed to accompany the game's setting. I wanted my character to be the more key element that the game put emphasis on, due to the inspiration I drew from in his creation. As such the name CircuitBoard didn't fit as well as it did before.


With the character added in my game was now about a maintenance program, (aptly named Mobo, slang for Motherboard) repairing broken circuits inside your smartphone's operating system, and CircuitBoard doesn't really fit that. Now it just sounded boring. For that reason I scrapped CircuitBoard as the name and looked for a new name.

Another thing was that the games I was taking inspiration from - Angry Birds, Candy Crush, Temple Run, their titles all had a certain appeal about them, and they complimented their game's playing style and theme. Angry Birds is a game about angry birds who're are taking action upon their emotions. Temple Run has you running through jungle/aztec temple like settings. Candy Crush is all about destroying candy by matching three in a row. 

Was the gameplay indeed what the title should be based on then? I was thinking that up until the release of a particular game, the goes by the name of Flappy Bird. I'm pretty sure you've heard about Flappy Bird and the sheer addictive quality it has, as much or even moreso than Candy Crush. It's title however doesn't fit the same pattern that the others seem to follow. The name of the game is actually the game of the character - Flappy Bird, but the character name actually has part of the game's concept put into it. In Flappy Bird's case, the game is about manoeuvring a bird through a series of obstacles.


I also came to realise that Angry Birds also shares similarities with Flappy Bird, in that its title is the games characters, with a key game element mixed in. The same can be said for Splosion Man and Qbert, both of with I drew inspiration from when I was designing the game. Both are the characters names, along with a key element mixed into it. I was initially hesitant to follow that same path with my game, or at least initially, but after a while, especially after I started animating Mobo for the advertisement, I grew to be more accepting of it. 

That said I can reveal now that I have indeed decided on a final name for the game, and though its style  may be commonly used in other games, I think it works well for this one. The name of the game that I will be be promoting is shown in the image below that will be the final shot used in the advert.



Kinda Tron-esque I realize now, but they are similar concepts. Either way MOBO is the name of the game I'll be advertising.

Look forward to more stuff in the future and if you haven't already then take a look at some of the other concept pages back on the previous page.

Thanks for viewing.


4. The Playable Character

In the beginning, this project was called CircuitBoard. That's what the project really was before I developed my character, and the game became what it is now. The name CircuitBoard was the base form of my idea, before it evolved to suit the character's inclusion.

At the time I really didn't think much of creating a character with personality. I was just after something or someone that I could use to showcase the game's mechanics. Hell my first idea was just to use an arrow or rod and the game required directing it round the level. I then thought no. That's a little bit too easy, why not have something that's a bit more with the theme of the game, with the whole hexagon style and suit the environment of a computer mainframe.

My next idea was to have a hexagonal dice as the thing you controlled, where it rolled in the right direction. That seemed fine at the time until I realised a true hexagonal dice is impossible, because there's no gap between hexagons when they join. With that realised I was back to thinking again.

And then, as often times good ideas spring into your head without warning, I thought of something. This game's key theme is hexagons, they fit together efficiently and can also split apart in various way. Was it possible to create a humanoid character made entirely of hexagons?

Straight away I was pen to paper, drafting. The image here is my rough sketches that I did when I got this idea. They're basic and scruffy but one image is worth looking at; the grid of hexes on the left. It seemed logical in my mind that a humanoid figure could be made from connecting hexagons, so my next thought was, 'if it is possible, then can it be created in way that it's aesthetically pleasing as well as true to form?

Through doing those sketches I realised a lot of them failed, because the image I had in my mind wasn't completely clear. The hexagon grid was what I came up with for the character in a flat form, that could bend at various edges between the hexes and the transformation would result in an upright humanoid figure. I'm a real sucker for things that can transform, always have been, and if I could do the same thing with this character, it would be perfect. I'd have the character for the game.

Now thankfully I'm good with crafting paper shapes, thanks to endless hours of constructing nets for Graphics in Year 11, and I had the net drawing I needed to make it thanks to the grid on my draft sheet. From that I drew out the shape on card, cut it out, folded it in various places, and this was how it turned out in the pictures below.

Do you know the best thing about it?  Even as a 3D model, it could stand upright on its own provided the feet were taped down in place.


Another thing I should mention is that I also wanted to draw a proper image of this figure. This was my other excuse for creating this paper model. As you can see from my drafts, I couldn't draw him just using my head. This model served as a template that I could refer to while I was drawing. On the right is the result of my first go at drawing him in pencil, and then adding strong lines and rough shading with biro pen.

Two things to note in this picture. One is the fact that his limbs are still rigidly stuck to his head and pelvis, due to drawing him straight from the model. At the time I thought it would be excusable, but since then I made the choice of detaching the limbs and instead having them connect up invisibly to the main body.

The second is the name above the character - Mobo.
Now up until this point in his design, I hadn't actually thought of a name for him. In fact the name he has now wasn't even my idea. The names I thought up were all your standard generic names -

- Hex Man
- Hexaguy
- Circuit

I was kinda stuck, so I asked some people in my Media Class on names, and then one name really stood out, and that was Mobo. The word Mobo itself is actually a slang term for Motherboards in computers, but by itself it also sounded kind of hip and cool. It just fit the bill perfectly, so much so that the name of the game itself was changed as a result.



There is one other thing to mention is that I also experimented with faces for Mobo. Since he was humanoid I decided he should have some personality to accompany his design. As such I started thinking up faces for him. Fortunately I knew exactly what sort of personality I wanted him to have.

My direct sources of inspiration came from two different characters from other game franchises. Sonic from the Sonic the Hedgehog series, whose personality is one of a cool, with-it, and somewhat snarky colour. The other source came from Splosion Man, from an Xbox arcade game of the same name. He and Mobo share a few parallels, physically at the very least. When I was designing Mobo's facial features, Splosion Man was the main image I had in my head whilst doing so.

Below are a set of different facial expressions I came up with for Mobo. I knew from watching animated media that facial expressions and moods were most prominently featured through the eyes, the mouth and the brows. As such they were the only key elements I gave represent the moods.


Finally to round this off I'd finally got myself a fully designed character to incorporate into my game and serve as the showcaser in my advert. You can look forward to seeing him fully rendered and animated in my trailers. In the meantime here is Mobo, fully drawn and coloured, how he's set to appear in the game.

I choose that blue black colour to reflect the fact that he's made from the same material as the other hexes found in the game.

Thanks for viewing. Look forward to more stuff in the future and if you haven't already then take a look at some of the other concept pages back on the previous page.






Dice Picture
Sonic the Hedgehog Picture
Splosion Man Picture

3. The Objects

Now I'll just clarify something before starting. This post is designed to showcase the actual individual physical features that I thought up for the game. If you want how the game works look at either the setting or the mechanics concept pages.

This post is a follow up to the previous two sections, and as such I'll be showing off my ideas for the setting decided on in the first section. I have no intention of using all of these designs in my advert; I don't have the time. Every little helps though and its important to show things that won't go into the finished product as well. Another thing to note is that they are likely to be slightly altered in the actual modelling. These are just here to give an idea of what each piece looks like.

Ok, now that that's cleared up here are my designs for the objects:



Standard Platform -

An inactive platform shown above and an activated one shown below. These are your regular platforms that make up the broken circuit boards in each level.

In order to complete a level every one of these platforms, recognisable by their blackish colouring, must be realigned with the 'mainframe' to repair the circuit board and progress with the game.

How are they activated? You step on them and they activate by lighting up. Once you step off it and activate another platform, it will automatically drop down into its place on the 'mainframe'.

The tricky part arises however when you realise that these are also the only footing you have in the level, so you need to choose wisely about where you step, otherwise you could find yourself stuck and unable to finish.


Solid Platform -

The second major variety of platform in the game. These platforms remain exactly where they are when stepped on. No score is gained, and on timed levels the timer stops when these are stepped on.

Both the starting platform and end platform are solid, and often times platforms with gimmicks are stationary too. So when you see these you can catch your breath on them before deciding where to go next.

End Platform -

Recognisable by its pillars and exit sign at its top, this is the platform you need to reach to complete the level. It doesn't just let you through unconditionally however. It only activates after the circuit board is fixed, so if you reach it before then it won't work.

One more thing to bear in mind is that even if you make the repairs, you still need to reach this platform to leave the level. If not then you'll have to restart the whole level from scratch again.

Safe Platform -

These are standard platforms that have a glass tile above the platform itself. These are there to forgive player who make mistakes, as once the hex drops, the glass top stays in place as a permanent platform.

It is however a double edged sword, as errors don't go unpunished. Stepping on these platforms after the hex has been dropped results in score deduction, meaning its harder to achieve a high rating at the end. These platforms are a temptation or a scapegoat for people to use if they so want to, but it comes at a price.

Multi-Story Platform -

These are standard platforms that have been stacked up. When stepped on, the hex at the bottom of the stack will activate and drop, and will continue in this manner until all of the hexes have dropped.

These platforms encourage being stepped on multiple times, as all of the hexes in the stacks must be dropped to complete the level.  Just keep an eye on how many hexes are in the stack. It'll determine how many times you can use it.

Firewalls -

These aren't a type of platform. These are a form of obstacle placed within the levels. Wherever these flames are coming up from, that path across the platforms is blocked off, meaning you need to find ways round them.

Same rules apply as in any level, but not all of them given give you freedom of choice. Firewalls are hard to get round in real life. Why should the game be any different?

Moving Platform -

These are type of gimmicky platform. They follow a set path visible by the bars, and these platforms are a means of reaching areas that can't be reached otherwise.

Most often these platforms are solid, but it gets very interesting when you have levels with standard platforms that move, and you have to think that much harder.


Spring, Dive, and Landing Platforms -

Some more varieties of gimmicky platforms. I've grouped these together because they all work in conjunction with each other. These type of platforms are found in levels that have multiple tiers to them, and they serve as your means to reach them.

Spring Platforms rocket you up to higher tiers, whilst Dive platforms send you down to lower ones. The Landing platforms are there to indicate what platform you'll land on after stepping on one of the other two.

Any and all of these platforms can be either solid or standard. Like with moving platforms, the levels are made that bit more interesting when these gimmicky platforms can drop as well.

In all honesty I haven't really put proper thought into how a tiered level would work. It may be something to contemplate in the future, but these are just concepts. I won't be using these ones in the advert, but as I said before, they are ideas and they're worth showing for that reason.


Bits -

These are objects found in certain levels that require picking up in order to complete to level. Of course the same rules apply that you have to repair the circuit board as well, but sometimes that isn't enough to get the job done.

Normally you'll find a few more safe platforms in these levels because of the extra planning you have
to do in levels involving these items. They also fetch a good number of points for your score.



Quite a few different designs to look at here. As far as including them goes, the only designs set to appear in the advert as of currently are the Standard platform, the Solid platform and the End Platform. That doesn't mean to say though that I'll be scrapping the rest of these. If I do get round to someday making the actual game, you can bet these will most likely appear in them.

As usual thanks for viewing. Look forward to more stuff in the future and if you haven't already then take a look at some of the other concept pages back on the previous page.



2. The Mechanics

This post is a follow up section to the concept page about the game's setting. This next post covers the way the game would be played, its functions, and the different mechanics used in the game. It's also where I put some explanation into the preview picture I initially posted on the Getting Started post.

This post is an explanative list rather than a post showing the process behind the idea. As such it should be more digestible.

Starting off let me explain the image. If you've read any of the other posts already you should know that hexagons are the key theme of this game.

The bottom right diagram's text talks about one of the concepts I mentioned in the Setting post. The text reads; 'Six potential directions, not including upwards or downwards.' This as I mentioned before is how player choice is incorporated into the game, six different directions, but which is the best to go in?

The top diagrams were the first proper look at the hexagon objects I'd be using for the game. The writing reads 'Platforms. Hexagons are the most efficient shapes at taking up space.' Again this reflects back to a point I made in the setting concept page. The second part reads 'Hexagons forming the path of the game.' Indeed this was the concept I'd come up with; using the hexagons as platforms, forming the design of the level. The key mechanic of the game is to complete levels by stepping on the platforms to repair broken circuit boards.

The other key part is that these platforms also serve as the footing for the level, in that these platforms are all that can be stepped on. The big catch with this idea comes with the drawings on the bottom left, detailing how the hexes work. The text is as follows. 'Stepping on a pad activates it', which then progresses to the second diagram with text that reads 'Stepping off the activated pad causes it to drop onto the circuit below, and it cannot be stepped on again.'

So in order to complete the levels you need to be tactical and smart when deciding which way to step in order to activate every piece of the circuit board and also reach the level's end. When I talked about this concept with one of the people I was interviewing for the primary research he told me the idea was reminiscent of an old arcade game known as Q*Bert. The game involved moving the character around and trying to make all of the blocks in a pyramid the same colour. I actually realised that I'd indeed used this game as inspiration for my own concept, though I didn't know the game's name at the time. Looking at the play-style they do a lot of commonalities, although there;s a big time gap between the two. It could be argued that making the platforms drop is harder than changing their colour, but Q*Bert's a well known retro game for a reason. that's means its play-style must've nailed the addictive quality that I'm aiming for, so it seems I chose wisely in my inspiration for my main mechanic.

With the key concept out of the way here are the other concepts I thought up for the game. There isn't any long history behind it, just the key features and possibly some inspiration to go with them. If you want to know more about the objects themselves, and their individual mechanics, they're explained in more detail in the objects concepts page, which I'd recommend also checking out.

When I was creating these mechanics I was looking for well known conventions used in other successful or addictive games that could be implemented into my game. These were the ones I came up with:

Level Based -

In the case of my game the structure would follow a multiple level system, like Angry Birds and Candy Crush, where there are multiple levels that need to be completed in sequence. With that I can gradually add in new elements and increase the difficulty as the levels progress. It suits the style of my game far more than games that have one infinite level for one big reason.

Infinite levels are what they sound like - Infinite, meaning you can't physically design the entire level yourself. It has to be randomly generated by the game system, but there's only so much a computer can do, and as such this style considerably limits creativity. With a multiple level system you have the ability to design each level yourself, and imagination has no boundaries.

A Scoring and Rating System -

Scoring systems are a staple among app games. They are the key encourager to not only play the game, but play it well. It's also the key way of connecting with other players. Leader board systems exist in a lot of successful games, where your own score can gets added to the board and you can also see what scores other people have managed to achieve. Candy Crush and Subway Surfers both have leader board systems that connect to your Facebook account, and you can see what scores your Facebook friends have achieved, which can lead to playing competitively to try and beat each other's high scores.

You earn points in various different ways throughout the different app games. In the case of my game the way you earn points would mainly be through activating the hexes, but also for completing the level, and doing it with a certain time frame; the quicker the time, the more points earned.

In a multiple level game there's also a rating system to accompany the scoring. Often times these are shown as stars. In Angry Birds when a level is completed you're given a score out of three stars depending on how good your score was. It encourages people to come back to levels if they don't score well on them the first time completing them.

The picture on the right is my idea of what the results screen of my game would look like. I replaced the stars with hexagons though to fit the theme of the game.

Different Play-styles -

Candy Crush doesn't have just one particular play-style across all of its levels. Some levels involve clearing jelly off the grid, others getting high-scores under a time limit or in a certain number of moves, and others require bringing certain objects down to the bottom of the grid.

I didn't just want every level in my game to be about stepping on every hex. That would get repetitive. Having a second element to the gameplay can really enhance the complexity of a level and add variety to the game.

So I came up with few different ideas. They include:

Standard Levels -

These levels are what they sound like. They don't have any additional mechanics or conditions for completion. All that's needed in these levels is to step on every platform and make it to the exit successfully.

A Countdown -

The reverse of having a normal timer that counts up, levels with a countdown have to be completed within a certain time frame, otherwise you automatically fail the level. The way score is earned in these levels is again determined by the standard scoring system. The difference is that you earn a higher score for how much time is left on the countdown when the levels are completed.

Bit Collection -

These are levels containing pickups called bits, which all need to be collected, along with dropping all of the hexes to complete the levels. Bits also fetch a decent amount of points to improve the overall score.

Lives -

This feature is less of a commonality in app games, but Candy Crush uses it to great effect in its game. You start with five lives and if they're all lost you have to wait for lives to regenerate, which provides space between playing sessions. That can be a good thing when thinking about real life situations, but for some it can just be tedious. Alternatively you can buy the extra lives at a reasonably cheap price to cut down the waiting time.

If its handled right a life system can be good way of bringing in revenue, and it can also give leeway to allow for in-game boosters, which I have haven't yet come up with any ideas for. If my game was to incorporate it it would need to balance out the number of total lives given and the overall difficulty of the game, and how easily you can lose lives in the game. By my guess on what I envision the game to be like, 8 lives seems like a good number, as far as I can tell at this current point.


And with that we have all of the different mechanics I've thought up. Hope you guys enjoyed reading. Look forward to more stuff in the future and if you haven't already then take a look at some of the other concept pages back on the previous page.


Thanks for viewing.


Q*Bert Image
Angry Birds Menu Image
Candy Crush Play-styles Image
Candy Crush Lives Image

1. The Setting

Creating the setting for the game was done partly on impulse, partly on the inspiration I talked about in my getting started post, and partly on the type of game I was trying to make.

The rules I was sticking to with the creation was that the game had to have addictive qualities, and also have a simplistic and also consistent playing style and environment; one that didn't grow boring over time and was basic enough to be built upon. With them in mind I got started.

My first thoughts on the game were something that used computers as its theme, and I was leaning towards the puzzle genre in my preferences. Generally speaking puzzle games are where the successful games fit into. It seems from looking at my questionnaire that the majority of people were also orientated towards playing puzzle games, were it scored quite a few more votes than any of the other genres I'd put as options. So puzzle was looking up as my key genre.

If you look at a lot of commercially successful games out there, The art style in the games is never overly amazing, just good enough to suit the setting and be aesthetically pleasing at the same time. Often times the graphics are cartoony or anime-esque and the general mood of the game isn't overly serious. Angry Birds is very cartoony and uses block colours, Temple Run and Subway Surfers both pull off 3D environments, though they still are very toon like, Subway Surfers in particular. Flappy Bird, Jetpack, Doodle Jump, and Candy Crush, all use 2D cartoony graphics as well.

Unlike console games, where realistic graphics are the common norm app games can get away with cartoony graphics because of their style. From playing or analysing various app games for this project I decided a simplistic art style was what I needed.

My next thought was '2D or 3D?' The genre isn't restricted to only using one type as its convention, but on a general basis most app games are 2D. So which was the better one to go with?

If I was to go 2D I'd be staying more to convention, and having a 2D game meant that I'd be shortening the amount of work needed to create said game. 3D on the other hand means getting to grips with 3D modelling rather than creating sprites, and piling on the work for animating the elements of the game.

So I chose 3D. Why you ask? Well to start with, it's to do with the idea I have for advertising the game. What I have in mind just wouldn't work in 2D. Besides how many 2D adverts do you see for games or for anything generally? In 2D the ability to make complex puzzles is limited considerably, due to being confined to only moving in X and Y, whereas 3D has X, Y and Z to work in, which can be extremely beneficial when creating puzzles.

Maybe if I was still creating the level I'd be more tempted by a 2D game, but in the context I'm using 3D has more flexibility. Another thing to note is that console games are largely 3D, and that's my future market. I'd get more useful experience for it working in 3D than I would 2D.

The next thing to think about was what would the features of the game be? I've noticed with app games that a lot of the gameplay styles used in them can also be found as gameplay elements in mainstream console games. App games seem to take those mini-games, which are minor elements not seen much in the console games they originate from, and make entire games out of them. This was the idea I was working off initially as my key element.

When I was initially drafting ideas I was drawing inspiration from one particular game series, or to be specific one of its mechanics. The game in question is Ratchet and Clank, and the mechanic in question is the different puzzles used for the hacking mechanic, which in different in each game. This picture on the left is from the decrypter mini-game used in Tools of Destruction, which involves tilting the PS3 controller to guide a ball to various nodes, where it forms a connecting point for electrical signals to travel through and override the security. Going off my previous  statement, this seemed viable, especially since the iOS can detect the phone being tilted in various directions.

I chose to pick something different. My reasons being that while the idea was good, it was 1. Too similar to its initial concept, 2. Contradictory to the cartoony style I was going with, and 3. It didn't seem doable with the time and resources I had and 4. Its not good practice as a designer to use the first idea that enters your head. Now that I look back I realise that there's potential for a good game there and it could turn into something in the future, but for this project it wasn't suited.

As it stood I was back to drafting, and an idea then came to me during the process, that would become what this game's setting would be. I've always liked hexagons as shapes - six sides, six directions to fit together in, 60 degrees between each one, which is a convenient angle if you do designing, and out of all of the known shapes, fits together with each other the most efficiently. As I was thinking it sprung to mind, and it just twigged.

I'm a real sucker for for things that take advantage of all of their options. Hexes do just that. They're not wasteful in the space they take up. Say you were to use the 6 sides of the hexagon and relate it to player choice. When I was finding sources for the post on Game Theories, one of the sources had a blog article on how player choice is a key feature of any game, whether they're big choices, like determining a storyline through your actions, or small choices like deciding which way out of six possible directions would be the best way to finish a level.

This would be my key element I decided - Hexagons. This is what I wanted my game to revolve around, and as such I started incorporating it into my setting, which I decided would be a cartoonist computer mainframe that used hexagons as the circuit boards. My inspiration for how it would look came from another Ratchet and Clank gameplay element, that took place in a digital training course. The wall structure in the course was the key point of interest. I was a fan of the black and blue colour scheme of the circuitry, so they were the colours I chose to use along with the hexes.

I called this game setting that I'd decided on the Mainframe. As with the game's actual name it's kind of Tron-esque but the digital space there is known as the grid/space paranoids. Besides this won't be a commercial game. Not yet at least.

I'll leave you guys with a rather cheesy advertising slogan that I thought up for the game whilst doing the research post on types of advertising -


Making the Mainframe Mainstream! 



Look forward to more stuff in the future and if you haven't already then take a look at some of the other concept pages back on the previous page.

Thanks for viewing.



Subway Surfers Character Image
Flappy Bird Gameplay Image
Doodle Jump Gameplay Image
Ratchet and Clank Decrypter Mini-Game Image
Ratchet and Clank Hypershot Course Image