


(example of the grid to be mapped out under the level)
As far as the art goes we need full level maps in one large image, and now if you wish you can have seperate backround tiles so that they move at different times and in directions, for example i will be putting all the clouds into different images so that they move at different paces.
Ben M is making his floating head monster and Ben R has missed the last two friday classes. Llew and Matt are working on the heads display for bits and points, Peter and James are working on collisions and gameplay for the 16-bit.
I'm having a major blocking issue with how long should the 16-bit level be? especially in reference to how fast the scrolling will be? i've been working on some idea's in paint but still need someone elses opinion on how the map should flow conserning platfroms and the multiple direction choices.
so i hope that brings you up to date, if you've got any questions just ask me. hope you feel better soon man.
~Scott
BIT
Design Documentation
OVERVIEW
Bit is a game about games. In Bit, you are a simple sprite, floating through the stream of time and growing as the world around you changes. In Bit, there are four separate phases – 1-Bit, 8-Bit, 16-Bit and 32-Bit. In order to keep up with the ever changing world around you, you have to collect other bits to become more complex – and not fall behind lest you become an outdated concept in a far more complicated world. The whole game starts and finishes in a time span of 5 minutes, but encompasses a very large and very early era of gaming.
GAME MECHANICS
Early 1-Bit Concept Art
When the game first starts, you are simply a white block on a black background, fighting to collect other white blocks in order to grow in complexity. You float around the area of play, fighting off other, more aggressive bits. This phase is very simple and Pong-esque in visuals. The intention for the game is to have it grow in complexity as the player progresses, like most modern games do.
Early 8-Bit Concept Art
Once you collect 8 bits, the world changes – and so does the player and the way the game plays. Everything grows more complex as the era changes and the visuals become far more like that of the early Atari games. The player becomes a bit more like a recognizable character now, moving along in the world in a platform style game – though the goal has not changed. Collect bits, grow your complexity, and avoid other aggressive bits.
Early 16-Bit Concept Art
This theme continues into the 16 and 32 bit eras. To get from 8 bit into 16 bit, you must collect 16 bits. To get from 16 bit into 32 bit, you must collect 32 bits. Once entry into 32 bit has been achieved, the game is over – so long as you achieved the goal within 5 minutes.
PLAYER CHARACTER
Early 16-Bit Character Concept
You play as an unnamed, constantly changing character that moves through each era of gaming, becoming something new and interesting each time. As the game plays out, the character grows from a simple square sprite into something far more complicated each time. While the character may still look extremely blocky in 8-Bit, it becomes further and better defined in 16 and 32 bit.
GAME FEATURES
* Progression through four separate visual eras of gaming.
* Character growth and development from a simple 1 bit white sprite into a 32 bit one.
* 1 bit, 8 bit, 16 bit and 32 bit art styles in a short span of time.
* Fixed Sidescroller and Platformer style gameplay (?)
* Use of all 3 of the Product Owners requested themes.
* Playable in 5 minutes.
Art:
Programming:
Time travel theme (stream of time),
5 minute count down timer. Mario ish game. Changing art style (16 bit sprite)
Flow of time represented by the changing of graphics 1-bit, 8-bit, 16-bit.
Constant scrolling background to force game play.
Must evolve to the next bit in order to continue playing.
each level requires you to collect bits in order to get to next level, i.e.
8 bits and 16 bits.
1-bit:
White bit collects other colour bits in order to evolve to 8-bit.
Platform without gravity, side scrolling shooter.
BIT
By Team Bit
The game that us here at Team Bit are going to produce is a platformer/sidescroller. It portrays the player (at the beginning) as a single pixel, trying to make his way through time into an 8-bit sprite, a 16-bit sprite and eventually a 32-bit sprite.
The game mechanic starts off as a simple sidescroller/shooter where your aim is to destroy red pixels who’re flying at your white pixel whilst all the time attempting to collect the golden pixels which – once you’ve collected enough, upgrade your player and subsequently allow you to advance through (time) into the later bit formats.
Mockup Images