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Nathaniel Baird
5/3/2016
Brick Umbrella Balloon Write Up
In August of 2015 I decided to learn how to make video games. With no background in
computer science I downloaded GameMaker: Studio and began working through a variety of free
tutorials. GameMaker: Studio was a good place for me to start. It has a friendly user interface
helpful to those with little to no background in programming. But despite the fact that included
in GameMaker are tools for avoiding programming altogether I devoted a large amount of time
to learning ‘GML’, the coding language used in GameMaker. I found that my background in
symbolic logic provided me some comfort regarding the coding grammar and relatively quickly I
became confident enough in GML that I could step away from tutorials and begin working on
my own projects.
My first attempt at such a project taught me the significance of properly organizing one’s
work. I envisioned in my mind a thrilling reimagining of Das Boot in space. The player controls
an alien ship which stealthily creeps between asteroids, occasionally launching plasma blasts at
passing trade vessels. Ultimately I had bitten off far more than I could chew. My poorly
organized code governed many gameplay mechanics which I had decided to add on a whim. The
project became a tangled mess. It was painfully clear that I had jumped in way over my head and
attempted to create a game too great in scope. My next project, I decided, would originate from a
simple idea.
Brick Umbrella Balloon began as an even more basic game than it currently is. My goal
was to stick to a straightforward concept and complete it. I would then test out the game and
improve upon its flaws. The concept was very simple; the player could transform between a
brick, an umbrella, or a balloon. Each form behaved in a unique fashion. The balloon and brick
floated and fell respectively while the umbrella traveled in the direction the wind was blowing in.
Arrows in each level displayed the direction in which the umbrella would travel.
Testing the game with others revealed that early versions controlled far too loosely. The
player would frequently transform into an umbrella and rocket across the screen into an
environmental hazard. For the second version of the game I altered the function of the umbrella
to resemble more closely the behavior of the brick and balloon. When in umbrella form the
player would slowly drift to the floor. At the beginning of each level the player was shot out of a
cannon and maintained a steady velocity toward the right side of the screen. This significantly
reduced the amount of control the player had over his movement; now the player could only
adjust his vertical position on the screen. Because of this change I could more easily isolate
problems concerning player control as they would concern solely the y-axis.
I gradually added features to alleviate problems which surfaced during testing periods. In
the final version the player must not only survive to the end of the level but also accumulate as
many points as possible. Points are gained by grinding on (or destroying) rails located
throughout the level. The result is a game which encourages players to not only reach the end of
each level, but perfect their score as well.