Spelunking Assessment
Mikey Ehms, Spring 2022
For my final project, I decided to go with something I'm less experienced
with and make a game in Bitsy. It was a daunting task at first but overall
I'm very happy with the outcome as I felt I was able to exercise my
artistic and resourcing capabilities through this.
The game mostly takes inspiration from Pokemon and Earthbound, at least in
terms of environmental structure. You move from your bedroom to your town,
then immediately set off on the real adventure. It's short and linear, not
much exploration is involved, but there is a true narrative that you are
walking through. And that narrative is heightened by the pixel art of the
game. It's all relatively simple and many assets are reused or re-tooled
in some fashion, but there's a strong emphasis on artistic progression.
Environments build on each other and the further you delve into a specific
area the more it'll change. Again, it's simple, but I'm still excited by
the work I've done and feel encouraged to explore pixel art more because
of it.
In terms all the different programs we learned throughout the semester
that went into this, here's a quick breakdown:
-
CharNG - Both the opening and closing exposition dialogues for the game
were altered using the program (5 or 6-gram).
-
Botnik/N+7 - All 3 NPCs have dialogue created through Botnik and then
that dialogue is altered with N+7 (Bjork lyrics and N+5 for "Little
Sister", Amy Winehouse and N=8 for "Mother", and Tom Waits and N+14 for
"King")
-
Anagram - All names written on each sign were altered using Anagram
Generator
-
Otter.ai and Crowdsourcing - Every piece of wall writing in the cave was
originally recorded by random friends of mine, transcribed to otter.ai,
and then edited for the game.
-
Oblique Strategies - While being a major source of work ethic
inspiration (described below), the OS cards make a cameo appearance in
the game in the form of a book of rules (located in the kitchen).
-
"Once the search is in progress, something will be found." - I didn't
know what exactly how my game was going to come together when I
initially started it. But that's where a lot of the fun and creativity
came from.
-
"You can only make one dot at a time." - With pixel art,you have to be
very deliberate with each sprite; literally making "one dot (or bit) at
a time".
-
"Simply a matter of work." - The hours became longer as I delved deeper
into the game, but I needed to keep my head up and march on.
-
"Left channel, right channel, centre channel" - In audio terms, this
applies to an all-encompassing sound. Similarly, I tried to make my game
feel full and rich in its surrounding environments.
-
"Emphasize the flaws" - With making a low-bit pixel game, it's
practically necessary to reuse assets in a way that may seem strange or
"flawed" (but that's where much of the charm comes from.
Reflection
This was one of the most interesting classes I have ever taken in my 18ish
years of being in school. I learned so much in terms of coding, AI, web
design, game development, and all the different ways I could use those to
exercise my artistic and narrative sensibilities. I could've tried harder,
and been more on-top of assignments (especially the writing heavy ones);
but I'm still very happy with what I did produce. Overall, I believe I
deserve a strong B or low A.